Coverage Report

Created: 2023-12-21 01:10

/src/DLXEmu/external/imgui/imgui.cpp
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// dear imgui, v1.90.1 WIP
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// (main code and documentation)
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// Help:
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// - See links below.
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// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
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// - Read top of imgui.cpp for more details, links and comments.
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// Resources:
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// - FAQ                   https://dearimgui.com/faq
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// - Getting Started       https://dearimgui.com/getting-started
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// - Homepage              https://github.com/ocornut/imgui
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// - Releases & changelog  https://github.com/ocornut/imgui/releases
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// - Gallery               https://github.com/ocornut/imgui/issues/6897 (please post your screenshots/video there!)
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// - Wiki                  https://github.com/ocornut/imgui/wiki (lots of good stuff there)
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// - Glossary              https://github.com/ocornut/imgui/wiki/Glossary
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// - Issues & support      https://github.com/ocornut/imgui/issues
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// - Tests & Automation    https://github.com/ocornut/imgui_test_engine
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// For first-time users having issues compiling/linking/running/loading fonts:
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// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
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// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
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// Copyright (c) 2014-2023 Omar Cornut
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// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
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// See LICENSE.txt for copyright and licensing details (standard MIT License).
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// This library is free but needs your support to sustain development and maintenance.
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// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts.
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// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Sponsors
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// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
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// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
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// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
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// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
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// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
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// to a better solution or official support for them.
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/*
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Index of this file:
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DOCUMENTATION
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- MISSION STATEMENT
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- CONTROLS GUIDE
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- PROGRAMMER GUIDE
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  - READ FIRST
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  - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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  - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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  - HOW A SIMPLE APPLICATION MAY LOOK LIKE
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  - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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- API BREAKING CHANGES (read me when you update!)
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- FREQUENTLY ASKED QUESTIONS (FAQ)
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  - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer)
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CODE
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(search for "[SECTION]" in the code to find them)
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// [SECTION] INCLUDES
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// [SECTION] FORWARD DECLARATIONS
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// [SECTION] CONTEXT AND MEMORY ALLOCATORS
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// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
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// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
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// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
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// [SECTION] MISC HELPERS/UTILITIES (File functions)
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// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
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// [SECTION] MISC HELPERS/UTILITIES (Color functions)
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// [SECTION] ImGuiStorage
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// [SECTION] ImGuiTextFilter
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// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
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// [SECTION] ImGuiListClipper
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// [SECTION] STYLING
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// [SECTION] RENDER HELPERS
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// [SECTION] INITIALIZATION, SHUTDOWN
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// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
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// [SECTION] INPUTS
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// [SECTION] ERROR CHECKING
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// [SECTION] LAYOUT
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// [SECTION] SCROLLING
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// [SECTION] TOOLTIPS
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// [SECTION] POPUPS
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// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
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// [SECTION] DRAG AND DROP
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// [SECTION] LOGGING/CAPTURING
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// [SECTION] SETTINGS
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// [SECTION] LOCALIZATION
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// [SECTION] VIEWPORTS, PLATFORM WINDOWS
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// [SECTION] DOCKING
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// [SECTION] PLATFORM DEPENDENT HELPERS
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// [SECTION] METRICS/DEBUGGER WINDOW
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// [SECTION] DEBUG LOG WINDOW
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// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL)
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*/
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//-----------------------------------------------------------------------------
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// DOCUMENTATION
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//-----------------------------------------------------------------------------
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/*
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 MISSION STATEMENT
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 =================
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 - Easy to use to create code-driven and data-driven tools.
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 - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
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 - Easy to hack and improve.
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 - Minimize setup and maintenance.
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 - Minimize state storage on user side.
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 - Minimize state synchronization.
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 - Portable, minimize dependencies, run on target (consoles, phones, etc.).
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 - Efficient runtime and memory consumption.
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 Designed primarily for developers and content-creators, not the typical end-user!
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 Some of the current weaknesses (which we aim to address in the future) includes:
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 - Doesn't look fancy.
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 - Limited layout features, intricate layouts are typically crafted in code.
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 CONTROLS GUIDE
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 ==============
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 - MOUSE CONTROLS
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   - Mouse wheel:                   Scroll vertically.
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   - SHIFT+Mouse wheel:             Scroll horizontally.
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   - Click [X]:                     Close a window, available when 'bool* p_open' is passed to ImGui::Begin().
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   - Click ^, Double-Click title:   Collapse window.
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   - Drag on corner/border:         Resize window (double-click to auto fit window to its contents).
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   - Drag on any empty space:       Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true).
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   - Left-click outside popup:      Close popup stack (right-click over underlying popup: Partially close popup stack).
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 - TEXT EDITOR
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   - Hold SHIFT or Drag Mouse:      Select text.
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   - CTRL+Left/Right:               Word jump.
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   - CTRL+Shift+Left/Right:         Select words.
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   - CTRL+A or Double-Click:        Select All.
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   - CTRL+X, CTRL+C, CTRL+V:        Use OS clipboard.
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   - CTRL+Z, CTRL+Y:                Undo, Redo.
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   - ESCAPE:                        Revert text to its original value.
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   - On OSX, controls are automatically adjusted to match standard OSX text editing shortcuts and behaviors.
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 - KEYBOARD CONTROLS
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   - Basic:
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     - Tab, SHIFT+Tab               Cycle through text editable fields.
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     - CTRL+Tab, CTRL+Shift+Tab     Cycle through windows.
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     - CTRL+Click                   Input text into a Slider or Drag widget.
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   - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`:
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     - Tab, SHIFT+Tab:              Cycle through every items.
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     - Arrow keys                   Move through items using directional navigation. Tweak value.
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     - Arrow keys + Alt, Shift      Tweak slower, tweak faster (when using arrow keys).
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     - Enter                        Activate item (prefer text input when possible).
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     - Space                        Activate item (prefer tweaking with arrows when possible).
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     - Escape                       Deactivate item, leave child window, close popup.
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     - Page Up, Page Down           Previous page, next page.
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     - Home, End                    Scroll to top, scroll to bottom.
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     - Alt                          Toggle between scrolling layer and menu layer.
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     - CTRL+Tab then Ctrl+Arrows    Move window. Hold SHIFT to resize instead of moving.
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   - Output when ImGuiConfigFlags_NavEnableKeyboard set,
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     - io.WantCaptureKeyboard flag is set when keyboard is claimed.
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     - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
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     - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used).
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 - GAMEPAD CONTROLS
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   - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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   - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
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   - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets
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   - Backend support: backend needs to:
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      - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
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      - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
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        Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
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      - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!
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   - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
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     with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
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 - REMOTE INPUTS SHARING & MOUSE EMULATION
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   - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback.
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   - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app)
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     in order to share your PC mouse/keyboard.
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   - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions.
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   - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
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     Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements.
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     When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
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     When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.
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     (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!)
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     (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
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     to set a boolean to ignore your other external mouse positions until the external source is moved again.)
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 PROGRAMMER GUIDE
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 ================
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 READ FIRST
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 ----------
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 - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
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 - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone!
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   The UI can be highly dynamic, there are no construction or destruction steps, less superfluous
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   data retention on your side, less state duplication, less state synchronization, fewer bugs.
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 - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
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   Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version.
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 - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
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 - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
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   You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.
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 - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
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   For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,
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   where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
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 - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
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 - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
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   If you get an assert, read the messages and comments around the assert.
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 - This codebase aims to be highly optimized:
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   - A typical idle frame should never call malloc/free.
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   - We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible.
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   - We put particular energy in making sure performances are decent with typical "Debug" build settings as well.
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     Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all.
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 - This codebase aims to be both highly opinionated and highly flexible:
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   - This code works because of the things it choose to solve or not solve.
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   - C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers,
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     and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now).
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     This is to increase compatibility, increase maintainability and facilitate use from other languages.
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   - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
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     See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
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     We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally.
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   - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction
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     (so don't use ImVector in your code or at our own risk!).
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   - Building: We don't use nor mandate a build system for the main library.
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     This is in an effort to ensure that it works in the real world aka with any esoteric build setup.
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     This is also because providing a build system for the main library would be of little-value.
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     The build problems are almost never coming from the main library but from specific backends.
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 HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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 ----------------------------------------------
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 - Update submodule or copy/overwrite every file.
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 - About imconfig.h:
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   - You may modify your copy of imconfig.h, in this case don't overwrite it.
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   - or you may locally branch to modify imconfig.h and merge/rebase latest.
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   - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to
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     specify a custom path for your imconfig.h file and instead not have to modify the default one.
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 - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)
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 - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".
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 - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
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 - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
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   If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
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   from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
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   likely be a comment about it. Please report any issue to the GitHub page!
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 - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
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 - Try to keep your copy of Dear ImGui reasonably up to date!
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 GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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 ---------------------------------------------------------------
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 - See https://github.com/ocornut/imgui/wiki/Getting-Started.
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 - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
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 - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
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 - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
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   It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).
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 - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
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 - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
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 - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
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   Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
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   phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().
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 - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.
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 - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
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 HOW A SIMPLE APPLICATION MAY LOOK LIKE
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 --------------------------------------
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 EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
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 The sub-folders in examples/ contain examples applications following this structure.
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
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     ImGui_ImplWin32_Init(hwnd);
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     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
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     // Application main loop
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     while (true)
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     {
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         // Feed inputs to dear imgui, start new frame
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         ImGui_ImplDX11_NewFrame();
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         ImGui_ImplWin32_NewFrame();
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         ImGui::NewFrame();
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         // Any application code here
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         ImGui::Text("Hello, world!");
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         // Render dear imgui into screen
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         ImGui::Render();
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         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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         g_pSwapChain->Present(1, 0);
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     }
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     // Shutdown
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     ImGui_ImplDX11_Shutdown();
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     ImGui_ImplWin32_Shutdown();
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     ImGui::DestroyContext();
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 EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Build and load the texture atlas into a texture
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     // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
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     int width, height;
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     unsigned char* pixels = nullptr;
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     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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     // At this point you've got the texture data and you need to upload that to your graphic system:
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     // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
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     // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
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     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
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     io.Fonts->SetTexID((void*)texture);
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     // Application main loop
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     while (true)
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     {
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        // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
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        // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)
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        io.DeltaTime = 1.0f/60.0f;              // set the time elapsed since the previous frame (in seconds)
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        io.DisplaySize.x = 1920.0f;             // set the current display width
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        io.DisplaySize.y = 1280.0f;             // set the current display height here
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        io.AddMousePosEvent(mouse_x, mouse_y);  // update mouse position
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        io.AddMouseButtonEvent(0, mouse_b[0]);  // update mouse button states
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        io.AddMouseButtonEvent(1, mouse_b[1]);  // update mouse button states
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        // Call NewFrame(), after this point you can use ImGui::* functions anytime
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        // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)
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        ImGui::NewFrame();
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        // Most of your application code here
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        ImGui::Text("Hello, world!");
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        MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
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        MyGameRender(); // may use any Dear ImGui functions as well!
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        // Render dear imgui, swap buffers
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        // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
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        ImGui::EndFrame();
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        ImGui::Render();
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        ImDrawData* draw_data = ImGui::GetDrawData();
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        MyImGuiRenderFunction(draw_data);
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        SwapBuffers();
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     }
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     // Shutdown
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     ImGui::DestroyContext();
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 To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
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 you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
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 Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this.
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 HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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 ---------------------------------------------
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 The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
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    void MyImGuiRenderFunction(ImDrawData* draw_data)
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    {
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       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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       // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
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       // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
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       ImVec2 clip_off = draw_data->DisplayPos;
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       for (int n = 0; n < draw_data->CmdListsCount; n++)
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       {
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          const ImDrawList* cmd_list = draw_data->CmdLists[n];
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          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by Dear ImGui
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          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by Dear ImGui
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          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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          {
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             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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             if (pcmd->UserCallback)
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             {
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                 pcmd->UserCallback(cmd_list, pcmd);
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             }
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             else
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             {
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                 // Project scissor/clipping rectangles into framebuffer space
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                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
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                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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                     continue;
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                 // We are using scissoring to clip some objects. All low-level graphics API should support it.
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                 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
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                 //   (some elements visible outside their bounds) but you can fix that once everything else works!
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                 // - Clipping coordinates are provided in imgui coordinates space:
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                 //   - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
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                 //   - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
402
                 //   - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
403
                 //     always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
404
                 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
405
                 MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
406
407
                 // The texture for the draw call is specified by pcmd->GetTexID().
408
                 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
409
                 MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
410
411
                 // Render 'pcmd->ElemCount/3' indexed triangles.
412
                 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
413
                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
414
             }
415
          }
416
       }
417
    }
418
419
420
 API BREAKING CHANGES
421
 ====================
422
423
 Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
424
 Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
425
 When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
426
 You can read releases logs https://github.com/ocornut/imgui/releases for more details.
427
428
(Docking/Viewport Branch)
429
 - 2023/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
430
                          - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
431
                            you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
432
                          - likewise io.MousePos and GetMousePos() will use OS coordinates.
433
                            If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
434
435
 - 2023/12/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges.
436
 - 2023/12/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls.
437
 - 2023/12/05 (1.90.1) - internals,columns: commented out legacy ImGuiColumnsFlags_XXX symbols redirecting to ImGuiOldColumnsFlags_XXX, obsoleted from imgui_internal.h in 1.80.
438
 - 2023/11/09 (1.90.0) - removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define (will obsolete).
439
 - 2023/11/07 (1.90.0) - removed BeginChildFrame()/EndChildFrame() in favor of using BeginChild() with the ImGuiChildFlags_FrameStyle flag. kept inline redirection function (will obsolete).
440
                         those functions were merely PushStyle/PopStyle helpers, the removal isn't so much motivated by needing to add the feature in BeginChild(), but by the necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features.
441
 - 2023/11/02 (1.90.0) - BeginChild: upgraded 'bool border = true' parameter to 'ImGuiChildFlags flags' type, added ImGuiChildFlags_Border equivalent. As with our prior "bool-to-flags" API updates, the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a smoother transition, meaning all existing calls will still work.
442
                           - old: BeginChild("Name", size, true)
443
                           - new: BeginChild("Name", size, ImGuiChildFlags_Border)
444
                           - old: BeginChild("Name", size, false)
445
                           - new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None)
446
 - 2023/11/02 (1.90.0) - BeginChild: added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for BeginChild() anyhow.
447
                           - old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding);
448
                           - new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0);
449
 - 2023/09/27 (1.90.0) - io: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics, unlikely to be accessed by end-user).
450
 - 2023/09/26 (1.90.0) - debug tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631)
451
 - 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete).
452
                           - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...)
453
                           - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
454
                           - old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...);
455
                           - new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
456
 - 2023/09/08 (1.90.0) - commented out obsolete redirecting functions:
457
                           - GetWindowContentRegionWidth()  -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful.
458
                           - ImDrawCornerFlags_XXX          -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources.
459
                       - commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details
460
 - 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry!
461
 - 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector<ImDrawList*>. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878)
462
 - 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15).
463
 - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete).
464
 - 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior.
465
 - 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610)
466
 - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage.
467
 - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3.
468
 - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
469
                           - ListBoxHeader()  -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference)
470
                           - ListBoxFooter()  -> use EndListBox()
471
 - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin().
472
 - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices().
473
 - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago:
474
                           - ImGuiSliderFlags_ClampOnInput        -> use ImGuiSliderFlags_AlwaysClamp
475
                           - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite
476
                           - ImDrawList::AddBezierCurve()         -> use ImDrawList::AddBezierCubic()
477
                           - ImDrawList::PathBezierCurveTo()      -> use ImDrawList::PathBezierCubicCurveTo()
478
 - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete).
479
 - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner.
480
 - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h.
481
                         Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,
482
                         it has been frequently requested by people to use our own. We had an opt-in define which was
483
                         previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164)
484
                           - OK:     #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h"
485
                           - Error:  #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h"
486
 - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3.
487
 - 2022/10/26 (1.89)   - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.
488
 - 2022/10/12 (1.89)   - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
489
 - 2022/09/26 (1.89)   - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).
490
                           - ImGuiKey_ModCtrl  and ImGuiModFlags_Ctrl  -> ImGuiMod_Ctrl
491
                           - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
492
                           - ImGuiKey_ModAlt   and ImGuiModFlags_Alt   -> ImGuiMod_Alt
493
                           - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
494
                         the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
495
                         the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.
496
                         exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway.
497
 - 2022/09/20 (1.89)   - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers.
498
                         this will require uses of legacy backend-dependent indices to be casted, e.g.
499
                            - with imgui_impl_glfw:  IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
500
                            - with imgui_impl_win32: IsKeyPressed('A')        -> IsKeyPressed((ImGuiKey)'A')
501
                            - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now!
502
 - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
503
 - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):
504
                         - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
505
                         - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
506
                         - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags)
507
 - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries.
508
                       this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
509
                         - previously this would make the window content size ~200x200:
510
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
511
                         - instead, please submit an item:
512
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
513
                         - alternative:
514
                              Begin(...) + Dummy(ImVec2(200,200)) + End();
515
                         - content size is now only extended when submitting an item!
516
                         - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
517
                         - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
518
 - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).
519
                        - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
520
                        - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
521
                          - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
522
                          - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
523
                        - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
524
                          - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
525
                          - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
526
 - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).
527
                        - Official backends from 1.87+                  -> no issue.
528
                        - Official backends from 1.60 to 1.86           -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
529
                        - Custom backends not writing to io.NavInputs[] -> no issue.
530
                        - Custom backends writing to io.NavInputs[]     -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
531
                        - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
532
 - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).
533
 - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary.
534
 - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
535
 - 2022/01/20 (1.87) - inputs: reworded gamepad IO.
536
                        - Backend writing to io.NavInputs[]            -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
537
 - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
538
 - 2022/01/17 (1.87) - inputs: reworked mouse IO.
539
                        - Backend writing to io.MousePos               -> backend should call io.AddMousePosEvent()
540
                        - Backend writing to io.MouseDown[]            -> backend should call io.AddMouseButtonEvent()
541
                        - Backend writing to io.MouseWheel             -> backend should call io.AddMouseWheelEvent()
542
                        - Backend writing to io.MouseHoveredViewport   -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
543
                       note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
544
                       read https://github.com/ocornut/imgui/issues/4921 for details.
545
 - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
546
                        - IsKeyPressed(MY_NATIVE_KEY_XXX)              -> use IsKeyPressed(ImGuiKey_XXX)
547
                        - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX))      -> use IsKeyPressed(ImGuiKey_XXX)
548
                        - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
549
                        - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
550
                     - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
551
                     - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
552
 - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
553
 - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
554
 - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
555
                        - ImGui::SetNextTreeNodeOpen()        -> use ImGui::SetNextItemOpen()
556
                        - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
557
                        - ImGui::TreeAdvanceToLabelPos()      -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
558
                        - ImFontAtlas::CustomRect             -> use ImFontAtlasCustomRect
559
                        - ImGuiColorEditFlags_RGB/HSV/HEX     -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
560
 - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
561
 - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.
562
 - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
563
 - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
564
                        - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
565
                        - ImFont::GlyphRangesBuilder  -> use ImFontGlyphRangesBuilder
566
 - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().
567
                        - if you are using official backends from the source tree: you have nothing to do.
568
                        - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
569
 - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
570
                        - ImDrawCornerFlags_TopLeft  -> use ImDrawFlags_RoundCornersTopLeft
571
                        - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight
572
                        - ImDrawCornerFlags_None     -> use ImDrawFlags_RoundCornersNone etc.
573
                       flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
574
                       breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
575
                        - rounding == 0.0f + flags == 0 --> meant no rounding  --> unchanged (common use)
576
                        - rounding  > 0.0f + flags != 0 --> meant rounding     --> unchanged (common use)
577
                        - rounding == 0.0f + flags != 0 --> meant no rounding  --> unchanged (unlikely use)
578
                        - rounding  > 0.0f + flags == 0 --> meant no rounding  --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.
579
                       this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.
580
                       the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts.
581
                       legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
582
 - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
583
                        - ImGui::SetScrollHere()              -> use ImGui::SetScrollHereY()
584
 - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.
585
 - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
586
 - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file  with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
587
 - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
588
 - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
589
                     - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
590
                     - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
591
 - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
592
                     - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
593
                     - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
594
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):
595
                        - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
596
                        - ImGuiCol_ModalWindowDarkening       -> use ImGuiCol_ModalWindowDimBg
597
                        - ImGuiInputTextCallback              -> use ImGuiTextEditCallback
598
                        - ImGuiInputTextCallbackData          -> use ImGuiTextEditCallbackData
599
 - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
600
 - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
601
 - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
602
 - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
603
 - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
604
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
605
                        - io.RenderDrawListsFn pointer        -> use ImGui::GetDrawData() value and call the render function of your backend
606
                        - ImGui::IsAnyWindowFocused()         -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
607
                        - ImGui::IsAnyWindowHovered()         -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
608
                        - ImGuiStyleVar_Count_                -> use ImGuiStyleVar_COUNT
609
                        - ImGuiMouseCursor_Count_             -> use ImGuiMouseCursor_COUNT
610
                      - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):
611
                        - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.
612
                        - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
613
 - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
614
 - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
615
 - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
616
 - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
617
 - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
618
 - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
619
 - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
620
                       replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
621
                       worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
622
                       - if you omitted the 'power' parameter (likely!), you are not affected.
623
                       - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.
624
                       - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
625
                       see https://github.com/ocornut/imgui/issues/3361 for all details.
626
                       kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
627
                       for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
628
                     - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
629
 - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
630
 - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
631
 - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
632
 - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
633
 - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
634
 - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
635
 - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
636
 - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
637
                       - ShowTestWindow()                    -> use ShowDemoWindow()
638
                       - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
639
                       - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
640
                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
641
                       - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()
642
                       - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg
643
                       - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding
644
                       - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
645
                       - IMGUI_DISABLE_TEST_WINDOWS          -> use IMGUI_DISABLE_DEMO_WINDOWS
646
 - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.
647
 - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
648
 - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
649
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
650
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
651
 - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):
652
                       - Begin() [old 5 args version]        -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
653
                       - IsRootWindowOrAnyChildHovered()     -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
654
                       - AlignFirstTextHeightToWidgets()     -> use AlignTextToFramePadding()
655
                       - SetNextWindowPosCenter()            -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
656
                       - ImFont::Glyph                       -> use ImFontGlyph
657
 - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
658
                       if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.
659
                       The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
660
                       If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
661
 - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).
662
 - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
663
 - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.
664
 - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have
665
                       overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.
666
                       This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.
667
                       Please reach out if you are affected.
668
 - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
669
 - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
670
 - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
671
 - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
672
 - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
673
 - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
674
 - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!
675
 - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
676
 - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
677
 - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
678
 - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.
679
 - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
680
 - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
681
 - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
682
 - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
683
                       If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
684
 - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
685
 - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
686
                       NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
687
                       Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
688
 - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
689
 - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
690
 - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
691
 - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.
692
 - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
693
 - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
694
 - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
695
 - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.).
696
                       old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.
697
                       when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.
698
                       in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
699
 - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
700
 - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
701
 - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
702
                       If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
703
                       To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
704
                       If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.
705
 - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
706
                       consistent with other functions. Kept redirection functions (will obsolete).
707
 - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
708
 - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).
709
 - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
710
 - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
711
 - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
712
 - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
713
 - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
714
 - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
715
                       - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
716
                       - removed Shutdown() function, as DestroyContext() serve this purpose.
717
                       - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
718
                       - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
719
                       - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
720
 - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
721
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
722
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
723
 - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
724
 - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
725
 - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
726
 - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
727
 - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
728
 - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
729
 - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
730
 - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
731
                     - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
732
 - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
733
 - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
734
 - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
735
 - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.
736
                       Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.
737
 - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
738
 - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
739
 - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
740
 - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
741
 - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.
742
 - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.
743
 - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.
744
                       removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
745
                         IsItemHoveredRect()        --> IsItemHovered(ImGuiHoveredFlags_RectOnly)
746
                         IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
747
                         IsMouseHoveringWindow()    --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]
748
 - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
749
 - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
750
 - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
751
 - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
752
 - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
753
 - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
754
                     - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
755
                     - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
756
 - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
757
 - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
758
 - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
759
 - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
760
 - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
761
 - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).
762
 - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
763
 - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.
764
                     - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
765
                     - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'
766
 - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
767
 - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
768
 - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
769
 - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().
770
 - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
771
 - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
772
 - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.
773
 - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
774
                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
775
                       This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
776
                       ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
777
                       If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
778
 - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
779
 - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
780
 - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
781
 - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
782
 - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).
783
 - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
784
 - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
785
 - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
786
 - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
787
 - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
788
 - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
789
 - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
790
                       GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
791
                       GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
792
 - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
793
 - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
794
 - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
795
 - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
796
                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
797
 - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
798
                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
799
                     - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
800
                     - the signature of the io.RenderDrawListsFn handler has changed!
801
                       old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
802
                       new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
803
                         parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
804
                         ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
805
                         ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
806
                     - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
807
                     - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
808
                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
809
 - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
810
 - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
811
 - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
812
 - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
813
 - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!
814
 - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
815
 - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
816
 - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
817
 - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.
818
 - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
819
 - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
820
 - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
821
 - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
822
 - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
823
 - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
824
 - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
825
 - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
826
 - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
827
 - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
828
 - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
829
 - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
830
 - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
831
 - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
832
 - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
833
 - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
834
 - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
835
 - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
836
                       - old:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
837
                       - new:  unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);
838
                       you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.
839
 - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()
840
 - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
841
 - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
842
 - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
843
 - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
844
 - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
845
 - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
846
 - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
847
 - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
848
 - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
849
 - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
850
 - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
851
 - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
852
 - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
853
854
855
 FREQUENTLY ASKED QUESTIONS (FAQ)
856
 ================================
857
858
 Read all answers online:
859
   https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
860
 Read all answers locally (with a text editor or ideally a Markdown viewer):
861
   docs/FAQ.md
862
 Some answers are copied down here to facilitate searching in code.
863
864
 Q&A: Basics
865
 ===========
866
867
 Q: Where is the documentation?
868
 A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
869
    - Run the examples/ applications and explore them.
870
    - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide.
871
    - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
872
    - The demo covers most features of Dear ImGui, so you can read the code and see its output.
873
    - See documentation and comments at the top of imgui.cpp + effectively imgui.h.
874
    - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the
875
      examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
876
    - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
877
    - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
878
    - Your programming IDE is your friend, find the type or function declaration to find comments
879
      associated with it.
880
881
 Q: What is this library called?
882
 Q: Which version should I get?
883
 >> This library is called "Dear ImGui", please don't call it "ImGui" :)
884
 >> See https://www.dearimgui.com/faq for details.
885
886
 Q&A: Integration
887
 ================
888
889
 Q: How to get started?
890
 A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
891
892
 Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
893
 A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
894
 >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this.
895
896
 Q. How can I enable keyboard or gamepad controls?
897
 Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)
898
 Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
899
 Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
900
 Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
901
 >> See https://www.dearimgui.com/faq
902
903
 Q&A: Usage
904
 ----------
905
906
 Q: About the ID Stack system..
907
   - Why is my widget not reacting when I click on it?
908
   - How can I have widgets with an empty label?
909
   - How can I have multiple widgets with the same label?
910
   - How can I have multiple windows with the same label?
911
 Q: How can I display an image? What is ImTextureID, how does it work?
912
 Q: How can I use my own math types instead of ImVec2?
913
 Q: How can I interact with standard C++ types (such as std::string and std::vector)?
914
 Q: How can I display custom shapes? (using low-level ImDrawList API)
915
 >> See https://www.dearimgui.com/faq
916
917
 Q&A: Fonts, Text
918
 ================
919
920
 Q: How should I handle DPI in my application?
921
 Q: How can I load a different font than the default?
922
 Q: How can I easily use icons in my application?
923
 Q: How can I load multiple fonts?
924
 Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
925
 >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md
926
927
 Q&A: Concerns
928
 =============
929
930
 Q: Who uses Dear ImGui?
931
 Q: Can you create elaborate/serious tools with Dear ImGui?
932
 Q: Can you reskin the look of Dear ImGui?
933
 Q: Why using C++ (as opposed to C)?
934
 >> See https://www.dearimgui.com/faq
935
936
 Q&A: Community
937
 ==============
938
939
 Q: How can I help?
940
 A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui!
941
      We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
942
      This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project.
943
      Also see https://github.com/ocornut/imgui/wiki/Sponsors
944
    - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
945
    - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help!
946
    - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
947
      You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
948
      But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
949
    - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).
950
951
*/
952
953
//-------------------------------------------------------------------------
954
// [SECTION] INCLUDES
955
//-------------------------------------------------------------------------
956
957
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
958
#define _CRT_SECURE_NO_WARNINGS
959
#endif
960
961
#ifndef IMGUI_DEFINE_MATH_OPERATORS
962
#define IMGUI_DEFINE_MATH_OPERATORS
963
#endif
964
965
#include "imgui.h"
966
#ifndef IMGUI_DISABLE
967
#include "imgui_internal.h"
968
969
// System includes
970
#include <stdio.h>      // vsnprintf, sscanf, printf
971
#include <stdint.h>     // intptr_t
972
973
// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled
974
#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
975
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
976
#endif
977
978
// [Windows] OS specific includes (optional)
979
#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
980
#define IMGUI_DISABLE_WIN32_FUNCTIONS
981
#endif
982
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
983
#ifndef WIN32_LEAN_AND_MEAN
984
#define WIN32_LEAN_AND_MEAN
985
#endif
986
#ifndef NOMINMAX
987
#define NOMINMAX
988
#endif
989
#ifndef __MINGW32__
990
#include <Windows.h>        // _wfopen, OpenClipboard
991
#else
992
#include <windows.h>
993
#endif
994
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions
995
#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
996
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
997
#endif
998
#endif
999
1000
// [Apple] OS specific includes
1001
#if defined(__APPLE__)
1002
#include <TargetConditionals.h>
1003
#endif
1004
1005
// Visual Studio warnings
1006
#ifdef _MSC_VER
1007
#pragma warning (disable: 4127)             // condition expression is constant
1008
#pragma warning (disable: 4996)             // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
1009
#if defined(_MSC_VER) && _MSC_VER >= 1922   // MSVC 2019 16.2 or later
1010
#pragma warning (disable: 5054)             // operator '|': deprecated between enumerations of different types
1011
#endif
1012
#pragma warning (disable: 26451)            // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
1013
#pragma warning (disable: 26495)            // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
1014
#pragma warning (disable: 26812)            // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
1015
#endif
1016
1017
// Clang/GCC warnings with -Weverything
1018
#if defined(__clang__)
1019
#if __has_warning("-Wunknown-warning-option")
1020
#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
1021
#endif
1022
#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
1023
#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.
1024
#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
1025
#pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
1026
#pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor     // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
1027
#pragma clang diagnostic ignored "-Wglobal-constructors"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.
1028
#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness
1029
#pragma clang diagnostic ignored "-Wformat-pedantic"                // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
1030
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type 'int'
1031
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0
1032
#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
1033
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
1034
#elif defined(__GNUC__)
1035
// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
1036
#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
1037
#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
1038
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size
1039
#pragma GCC diagnostic ignored "-Wformat"                   // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
1040
#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function
1041
#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value
1042
#pragma GCC diagnostic ignored "-Wformat-nonliteral"        // warning: format not a string literal, format string not checked
1043
#pragma GCC diagnostic ignored "-Wstrict-overflow"          // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
1044
#pragma GCC diagnostic ignored "-Wclass-memaccess"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
1045
#endif
1046
1047
// Debug options
1048
0
#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
1049
#define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window
1050
1051
// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
1052
static const float NAV_WINDOWING_HIGHLIGHT_DELAY            = 0.20f;    // Time before the highlight and screen dimming starts fading in
1053
static const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time before the window list starts to appear
1054
1055
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
1056
static const float WINDOWS_HOVER_PADDING                    = 4.0f;     // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
1057
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.
1058
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 0.70f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
1059
1060
// Tooltip offset
1061
static const ImVec2 TOOLTIP_DEFAULT_OFFSET = ImVec2(16, 10);            // Multiplied by g.Style.MouseCursorScale
1062
1063
// Docking
1064
static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA        = 0.50f;    // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
1065
1066
//-------------------------------------------------------------------------
1067
// [SECTION] FORWARD DECLARATIONS
1068
//-------------------------------------------------------------------------
1069
1070
static void             SetCurrentWindow(ImGuiWindow* window);
1071
static void             FindHoveredWindow();
1072
static ImGuiWindow*     CreateNewWindow(const char* name, ImGuiWindowFlags flags);
1073
static ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
1074
1075
static void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
1076
1077
// Settings
1078
static void             WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
1079
static void*            WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
1080
static void             WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
1081
static void             WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
1082
static void             WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);
1083
1084
// Platform Dependents default implementation for IO functions
1085
static const char*      GetClipboardTextFn_DefaultImpl(void* user_data_ctx);
1086
static void             SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text);
1087
static void             SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
1088
1089
namespace ImGui
1090
{
1091
// Navigation
1092
static void             NavUpdate();
1093
static void             NavUpdateWindowing();
1094
static void             NavUpdateWindowingOverlay();
1095
static void             NavUpdateCancelRequest();
1096
static void             NavUpdateCreateMoveRequest();
1097
static void             NavUpdateCreateTabbingRequest();
1098
static float            NavUpdatePageUpPageDown();
1099
static inline void      NavUpdateAnyRequestFlag();
1100
static void             NavUpdateCreateWrappingRequest();
1101
static void             NavEndFrame();
1102
static bool             NavScoreItem(ImGuiNavItemData* result);
1103
static void             NavApplyItemToResult(ImGuiNavItemData* result);
1104
static void             NavProcessItem();
1105
static void             NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags);
1106
static ImVec2           NavCalcPreferredRefPos();
1107
static void             NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
1108
static ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);
1109
static void             NavRestoreLayer(ImGuiNavLayer layer);
1110
static int              FindWindowFocusIndex(ImGuiWindow* window);
1111
1112
// Error Checking and Debug Tools
1113
static void             ErrorCheckNewFrameSanityChecks();
1114
static void             ErrorCheckEndFrameSanityChecks();
1115
static void             UpdateDebugToolItemPicker();
1116
static void             UpdateDebugToolStackQueries();
1117
static void             UpdateDebugToolFlashStyleColor();
1118
1119
// Inputs
1120
static void             UpdateKeyboardInputs();
1121
static void             UpdateMouseInputs();
1122
static void             UpdateMouseWheel();
1123
static void             UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
1124
1125
// Misc
1126
static void             UpdateSettings();
1127
static int              UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
1128
static void             RenderWindowOuterBorders(ImGuiWindow* window);
1129
static void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
1130
static void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
1131
static void             RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
1132
static void             RenderDimmedBackgrounds();
1133
1134
// Viewports
1135
const ImGuiID           IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
1136
static ImGuiViewportP*  AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags);
1137
static void             DestroyViewport(ImGuiViewportP* viewport);
1138
static void             UpdateViewportsNewFrame();
1139
static void             UpdateViewportsEndFrame();
1140
static void             WindowSelectViewport(ImGuiWindow* window);
1141
static void             WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack);
1142
static bool             UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
1143
static bool             UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
1144
static bool             GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
1145
static int              FindPlatformMonitorForPos(const ImVec2& pos);
1146
static int              FindPlatformMonitorForRect(const ImRect& r);
1147
static void             UpdateViewportPlatformMonitor(ImGuiViewportP* viewport);
1148
1149
}
1150
1151
//-----------------------------------------------------------------------------
1152
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
1153
//-----------------------------------------------------------------------------
1154
1155
// DLL users:
1156
// - Heaps and globals are not shared across DLL boundaries!
1157
// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.
1158
// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).
1159
// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
1160
// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).
1161
1162
// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
1163
// - ImGui::CreateContext() will automatically set this pointer if it is NULL.
1164
//   Change to a different context by calling ImGui::SetCurrentContext().
1165
// - Important: Dear ImGui functions are not thread-safe because of this pointer.
1166
//   If you want thread-safety to allow N threads to access N different contexts:
1167
//   - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:
1168
//         struct ImGuiContext;
1169
//         extern thread_local ImGuiContext* MyImGuiTLS;
1170
//         #define GImGui MyImGuiTLS
1171
//     And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
1172
//   - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
1173
//   - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.
1174
// - DLL users: read comments above.
1175
#ifndef GImGui
1176
ImGuiContext*   GImGui = NULL;
1177
#endif
1178
1179
// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
1180
// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
1181
// - DLL users: read comments above.
1182
#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
1183
0
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); return malloc(size); }
1184
0
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); free(ptr); }
1185
#else
1186
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
1187
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
1188
#endif
1189
static ImGuiMemAllocFunc    GImAllocatorAllocFunc = MallocWrapper;
1190
static ImGuiMemFreeFunc     GImAllocatorFreeFunc = FreeWrapper;
1191
static void*                GImAllocatorUserData = NULL;
1192
1193
//-----------------------------------------------------------------------------
1194
// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
1195
//-----------------------------------------------------------------------------
1196
1197
ImGuiStyle::ImGuiStyle()
1198
0
{
1199
0
    Alpha                   = 1.0f;             // Global alpha applies to everything in Dear ImGui.
1200
0
    DisabledAlpha           = 0.60f;            // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
1201
0
    WindowPadding           = ImVec2(8,8);      // Padding within a window
1202
0
    WindowRounding          = 0.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
1203
0
    WindowBorderSize        = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1204
0
    WindowMinSize           = ImVec2(32,32);    // Minimum window size
1205
0
    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text
1206
0
    WindowMenuButtonPosition= ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
1207
0
    ChildRounding           = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
1208
0
    ChildBorderSize         = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1209
0
    PopupRounding           = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
1210
0
    PopupBorderSize         = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1211
0
    FramePadding            = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)
1212
0
    FrameRounding           = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
1213
0
    FrameBorderSize         = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
1214
0
    ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines
1215
0
    ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
1216
0
    CellPadding             = ImVec2(4,2);      // Padding within a table cell. CellPadding.y may be altered between different rows.
1217
0
    TouchExtraPadding       = ImVec2(0,0);      // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
1218
0
    IndentSpacing           = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1219
0
    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1220
0
    ScrollbarSize           = 14.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
1221
0
    ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar
1222
0
    GrabMinSize             = 12.0f;            // Minimum width/height of a grab box for slider/scrollbar
1223
0
    GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1224
0
    LogSliderDeadzone       = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1225
0
    TabRounding             = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1226
0
    TabBorderSize           = 0.0f;             // Thickness of border around tabs.
1227
0
    TabMinWidthForCloseButton = 0.0f;           // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1228
0
    TabBarBorderSize        = 1.0f;             // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
1229
0
    TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees).
1230
0
    ColorButtonPosition     = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1231
0
    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
1232
0
    SelectableTextAlign     = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
1233
0
    SeparatorTextBorderSize = 3.0f;             // Thickkness of border in SeparatorText()
1234
0
    SeparatorTextAlign      = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
1235
0
    SeparatorTextPadding    = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
1236
0
    DisplayWindowPadding    = ImVec2(19,19);    // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1237
0
    DisplaySafeAreaPadding  = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
1238
0
    DockingSeparatorSize    = 2.0f;             // Thickness of resizing border between docked windows
1239
0
    MouseCursorScale        = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1240
0
    AntiAliasedLines        = true;             // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
1241
0
    AntiAliasedLinesUseTex  = true;             // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
1242
0
    AntiAliasedFill         = true;             // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
1243
0
    CurveTessellationTol    = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
1244
0
    CircleTessellationMaxError = 0.30f;         // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
1245
1246
    // Behaviors
1247
0
    HoverStationaryDelay    = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
1248
0
    HoverDelayShort         = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
1249
0
    HoverDelayNormal        = 0.40f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
1250
0
    HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled;    // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
1251
0
    HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled;  // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
1252
1253
    // Default theme
1254
0
    ImGui::StyleColorsDark(this);
1255
0
}
1256
1257
// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.
1258
// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
1259
void ImGuiStyle::ScaleAllSizes(float scale_factor)
1260
0
{
1261
0
    WindowPadding = ImTrunc(WindowPadding * scale_factor);
1262
0
    WindowRounding = ImTrunc(WindowRounding * scale_factor);
1263
0
    WindowMinSize = ImTrunc(WindowMinSize * scale_factor);
1264
0
    ChildRounding = ImTrunc(ChildRounding * scale_factor);
1265
0
    PopupRounding = ImTrunc(PopupRounding * scale_factor);
1266
0
    FramePadding = ImTrunc(FramePadding * scale_factor);
1267
0
    FrameRounding = ImTrunc(FrameRounding * scale_factor);
1268
0
    ItemSpacing = ImTrunc(ItemSpacing * scale_factor);
1269
0
    ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor);
1270
0
    CellPadding = ImTrunc(CellPadding * scale_factor);
1271
0
    TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor);
1272
0
    IndentSpacing = ImTrunc(IndentSpacing * scale_factor);
1273
0
    ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor);
1274
0
    ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor);
1275
0
    ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor);
1276
0
    GrabMinSize = ImTrunc(GrabMinSize * scale_factor);
1277
0
    GrabRounding = ImTrunc(GrabRounding * scale_factor);
1278
0
    LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor);
1279
0
    TabRounding = ImTrunc(TabRounding * scale_factor);
1280
0
    TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
1281
0
    SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor);
1282
0
    DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor);
1283
0
    DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor);
1284
0
    DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor);
1285
0
    MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor);
1286
0
}
1287
1288
ImGuiIO::ImGuiIO()
1289
0
{
1290
    // Most fields are initialized with zero
1291
0
    memset(this, 0, sizeof(*this));
1292
0
    IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);
1293
1294
    // Settings
1295
0
    ConfigFlags = ImGuiConfigFlags_None;
1296
0
    BackendFlags = ImGuiBackendFlags_None;
1297
0
    DisplaySize = ImVec2(-1.0f, -1.0f);
1298
0
    DeltaTime = 1.0f / 60.0f;
1299
0
    IniSavingRate = 5.0f;
1300
0
    IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
1301
0
    LogFilename = "imgui_log.txt";
1302
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1303
    for (int i = 0; i < ImGuiKey_COUNT; i++)
1304
        KeyMap[i] = -1;
1305
#endif
1306
0
    UserData = NULL;
1307
1308
0
    Fonts = NULL;
1309
0
    FontGlobalScale = 1.0f;
1310
0
    FontDefault = NULL;
1311
0
    FontAllowUserScaling = false;
1312
0
    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
1313
1314
    // Docking options (when ImGuiConfigFlags_DockingEnable is set)
1315
0
    ConfigDockingNoSplit = false;
1316
0
    ConfigDockingWithShift = false;
1317
0
    ConfigDockingAlwaysTabBar = false;
1318
0
    ConfigDockingTransparentPayload = false;
1319
1320
    // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
1321
0
    ConfigViewportsNoAutoMerge = false;
1322
0
    ConfigViewportsNoTaskBarIcon = false;
1323
0
    ConfigViewportsNoDecoration = true;
1324
0
    ConfigViewportsNoDefaultParent = false;
1325
1326
    // Miscellaneous options
1327
0
    MouseDrawCursor = false;
1328
#ifdef __APPLE__
1329
    ConfigMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag
1330
#else
1331
0
    ConfigMacOSXBehaviors = false;
1332
0
#endif
1333
0
    ConfigInputTrickleEventQueue = true;
1334
0
    ConfigInputTextCursorBlink = true;
1335
0
    ConfigInputTextEnterKeepActive = false;
1336
0
    ConfigDragClickToInputText = false;
1337
0
    ConfigWindowsResizeFromEdges = true;
1338
0
    ConfigWindowsMoveFromTitleBarOnly = false;
1339
0
    ConfigMemoryCompactTimer = 60.0f;
1340
0
    ConfigDebugBeginReturnValueOnce = false;
1341
0
    ConfigDebugBeginReturnValueLoop = false;
1342
1343
    // Inputs Behaviors
1344
0
    MouseDoubleClickTime = 0.30f;
1345
0
    MouseDoubleClickMaxDist = 6.0f;
1346
0
    MouseDragThreshold = 6.0f;
1347
0
    KeyRepeatDelay = 0.275f;
1348
0
    KeyRepeatRate = 0.050f;
1349
1350
    // Platform Functions
1351
    // Note: Initialize() will setup default clipboard/ime handlers.
1352
0
    BackendPlatformName = BackendRendererName = NULL;
1353
0
    BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
1354
0
    PlatformLocaleDecimalPoint = '.';
1355
1356
    // Input (NB: we already have memset zero the entire structure!)
1357
0
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1358
0
    MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
1359
0
    MouseSource = ImGuiMouseSource_Mouse;
1360
0
    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
1361
0
    for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
1362
0
    AppAcceptingEvents = true;
1363
0
    BackendUsingLegacyKeyArrays = (ImS8)-1;
1364
0
    BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
1365
0
}
1366
1367
// Pass in translated ASCII characters for text input.
1368
// - with glfw you can get those from the callback set in glfwSetCharCallback()
1369
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
1370
// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API
1371
void ImGuiIO::AddInputCharacter(unsigned int c)
1372
0
{
1373
0
    IM_ASSERT(Ctx != NULL);
1374
0
    ImGuiContext& g = *Ctx;
1375
0
    if (c == 0 || !AppAcceptingEvents)
1376
0
        return;
1377
1378
0
    ImGuiInputEvent e;
1379
0
    e.Type = ImGuiInputEventType_Text;
1380
0
    e.Source = ImGuiInputSource_Keyboard;
1381
0
    e.EventId = g.InputEventsNextEventId++;
1382
0
    e.Text.Char = c;
1383
0
    g.InputEventsQueue.push_back(e);
1384
0
}
1385
1386
// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
1387
// we should save the high surrogate.
1388
void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
1389
0
{
1390
0
    if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)
1391
0
        return;
1392
1393
0
    if ((c & 0xFC00) == 0xD800) // High surrogate, must save
1394
0
    {
1395
0
        if (InputQueueSurrogate != 0)
1396
0
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1397
0
        InputQueueSurrogate = c;
1398
0
        return;
1399
0
    }
1400
1401
0
    ImWchar cp = c;
1402
0
    if (InputQueueSurrogate != 0)
1403
0
    {
1404
0
        if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
1405
0
        {
1406
0
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1407
0
        }
1408
0
        else
1409
0
        {
1410
0
#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF
1411
0
            cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar
1412
#else
1413
            cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
1414
#endif
1415
0
        }
1416
1417
0
        InputQueueSurrogate = 0;
1418
0
    }
1419
0
    AddInputCharacter((unsigned)cp);
1420
0
}
1421
1422
void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
1423
0
{
1424
0
    if (!AppAcceptingEvents)
1425
0
        return;
1426
0
    while (*utf8_chars != 0)
1427
0
    {
1428
0
        unsigned int c = 0;
1429
0
        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
1430
0
        AddInputCharacter(c);
1431
0
    }
1432
0
}
1433
1434
// Clear all incoming events.
1435
void ImGuiIO::ClearEventsQueue()
1436
0
{
1437
0
    IM_ASSERT(Ctx != NULL);
1438
0
    ImGuiContext& g = *Ctx;
1439
0
    g.InputEventsQueue.clear();
1440
0
}
1441
1442
// Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
1443
void ImGuiIO::ClearInputKeys()
1444
0
{
1445
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1446
    memset(KeysDown, 0, sizeof(KeysDown));
1447
#endif
1448
0
    for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
1449
0
    {
1450
0
        KeysData[n].Down             = false;
1451
0
        KeysData[n].DownDuration     = -1.0f;
1452
0
        KeysData[n].DownDurationPrev = -1.0f;
1453
0
    }
1454
0
    KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
1455
0
    KeyMods = ImGuiMod_None;
1456
0
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1457
0
    for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)
1458
0
    {
1459
0
        MouseDown[n] = false;
1460
0
        MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
1461
0
    }
1462
0
    MouseWheel = MouseWheelH = 0.0f;
1463
0
    InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters().
1464
0
}
1465
1466
// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
1467
// Current frame character buffer is now also cleared by ClearInputKeys().
1468
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1469
void ImGuiIO::ClearInputCharacters()
1470
{
1471
    InputQueueCharacters.resize(0);
1472
}
1473
#endif
1474
1475
static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1)
1476
0
{
1477
0
    ImGuiContext& g = *ctx;
1478
0
    for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
1479
0
    {
1480
0
        ImGuiInputEvent* e = &g.InputEventsQueue[n];
1481
0
        if (e->Type != type)
1482
0
            continue;
1483
0
        if (type == ImGuiInputEventType_Key && e->Key.Key != arg)
1484
0
            continue;
1485
0
        if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)
1486
0
            continue;
1487
0
        return e;
1488
0
    }
1489
0
    return NULL;
1490
0
}
1491
1492
// Queue a new key down/up event.
1493
// - ImGuiKey key:       Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
1494
// - bool down:          Is the key down? use false to signify a key release.
1495
// - float analog_value: 0.0f..1.0f
1496
// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE.
1497
// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULLFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT.
1498
void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
1499
0
{
1500
    //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
1501
0
    IM_ASSERT(Ctx != NULL);
1502
0
    if (key == ImGuiKey_None || !AppAcceptingEvents)
1503
0
        return;
1504
0
    ImGuiContext& g = *Ctx;
1505
0
    IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
1506
0
    IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
1507
0
    IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself)
1508
1509
    // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
1510
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1511
    IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1512
    if (BackendUsingLegacyKeyArrays == -1)
1513
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
1514
            IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1515
    BackendUsingLegacyKeyArrays = 0;
1516
#endif
1517
0
    if (ImGui::IsGamepadKey(key))
1518
0
        BackendUsingLegacyNavInputArray = false;
1519
1520
    // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
1521
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key);
1522
0
    const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key);
1523
0
    const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
1524
0
    const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
1525
0
    if (latest_key_down == down && latest_key_analog == analog_value)
1526
0
        return;
1527
1528
    // Add event
1529
0
    ImGuiInputEvent e;
1530
0
    e.Type = ImGuiInputEventType_Key;
1531
0
    e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;
1532
0
    e.EventId = g.InputEventsNextEventId++;
1533
0
    e.Key.Key = key;
1534
0
    e.Key.Down = down;
1535
0
    e.Key.AnalogValue = analog_value;
1536
0
    g.InputEventsQueue.push_back(e);
1537
0
}
1538
1539
void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
1540
0
{
1541
0
    if (!AppAcceptingEvents)
1542
0
        return;
1543
0
    AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);
1544
0
}
1545
1546
// [Optional] Call after AddKeyEvent().
1547
// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.
1548
// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.
1549
void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
1550
0
{
1551
0
    if (key == ImGuiKey_None)
1552
0
        return;
1553
0
    IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
1554
0
    IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
1555
0
    IM_UNUSED(native_keycode);  // Yet unused
1556
0
    IM_UNUSED(native_scancode); // Yet unused
1557
1558
    // Build native->imgui map so old user code can still call key functions with native 0..511 values.
1559
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1560
    const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
1561
    if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
1562
        return;
1563
    KeyMap[legacy_key] = key;
1564
    KeyMap[key] = legacy_key;
1565
#else
1566
0
    IM_UNUSED(key);
1567
0
    IM_UNUSED(native_legacy_index);
1568
0
#endif
1569
0
}
1570
1571
// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
1572
void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)
1573
0
{
1574
0
    AppAcceptingEvents = accepting_events;
1575
0
}
1576
1577
// Queue a mouse move event
1578
void ImGuiIO::AddMousePosEvent(float x, float y)
1579
0
{
1580
0
    IM_ASSERT(Ctx != NULL);
1581
0
    ImGuiContext& g = *Ctx;
1582
0
    if (!AppAcceptingEvents)
1583
0
        return;
1584
1585
    // Apply same flooring as UpdateMouseInputs()
1586
0
    ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y);
1587
1588
    // Filter duplicate
1589
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos);
1590
0
    const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
1591
0
    if (latest_pos.x == pos.x && latest_pos.y == pos.y)
1592
0
        return;
1593
1594
0
    ImGuiInputEvent e;
1595
0
    e.Type = ImGuiInputEventType_MousePos;
1596
0
    e.Source = ImGuiInputSource_Mouse;
1597
0
    e.EventId = g.InputEventsNextEventId++;
1598
0
    e.MousePos.PosX = pos.x;
1599
0
    e.MousePos.PosY = pos.y;
1600
0
    e.MousePos.MouseSource = g.InputEventsNextMouseSource;
1601
0
    g.InputEventsQueue.push_back(e);
1602
0
}
1603
1604
void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
1605
0
{
1606
0
    IM_ASSERT(Ctx != NULL);
1607
0
    ImGuiContext& g = *Ctx;
1608
0
    IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
1609
0
    if (!AppAcceptingEvents)
1610
0
        return;
1611
1612
    // Filter duplicate
1613
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button);
1614
0
    const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
1615
0
    if (latest_button_down == down)
1616
0
        return;
1617
1618
0
    ImGuiInputEvent e;
1619
0
    e.Type = ImGuiInputEventType_MouseButton;
1620
0
    e.Source = ImGuiInputSource_Mouse;
1621
0
    e.EventId = g.InputEventsNextEventId++;
1622
0
    e.MouseButton.Button = mouse_button;
1623
0
    e.MouseButton.Down = down;
1624
0
    e.MouseButton.MouseSource = g.InputEventsNextMouseSource;
1625
0
    g.InputEventsQueue.push_back(e);
1626
0
}
1627
1628
// Queue a mouse wheel event (some mouse/API may only have a Y component)
1629
void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
1630
0
{
1631
0
    IM_ASSERT(Ctx != NULL);
1632
0
    ImGuiContext& g = *Ctx;
1633
1634
    // Filter duplicate (unlike most events, wheel values are relative and easy to filter)
1635
0
    if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
1636
0
        return;
1637
1638
0
    ImGuiInputEvent e;
1639
0
    e.Type = ImGuiInputEventType_MouseWheel;
1640
0
    e.Source = ImGuiInputSource_Mouse;
1641
0
    e.EventId = g.InputEventsNextEventId++;
1642
0
    e.MouseWheel.WheelX = wheel_x;
1643
0
    e.MouseWheel.WheelY = wheel_y;
1644
0
    e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
1645
0
    g.InputEventsQueue.push_back(e);
1646
0
}
1647
1648
// This is not a real event, the data is latched in order to be stored in actual Mouse events.
1649
// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes.
1650
void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source)
1651
0
{
1652
0
    IM_ASSERT(Ctx != NULL);
1653
0
    ImGuiContext& g = *Ctx;
1654
0
    g.InputEventsNextMouseSource = source;
1655
0
}
1656
1657
void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id)
1658
0
{
1659
0
    IM_ASSERT(Ctx != NULL);
1660
0
    ImGuiContext& g = *Ctx;
1661
    //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport);
1662
0
    if (!AppAcceptingEvents)
1663
0
        return;
1664
1665
    // Filter duplicate
1666
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport);
1667
0
    const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport;
1668
0
    if (latest_viewport_id == viewport_id)
1669
0
        return;
1670
1671
0
    ImGuiInputEvent e;
1672
0
    e.Type = ImGuiInputEventType_MouseViewport;
1673
0
    e.Source = ImGuiInputSource_Mouse;
1674
0
    e.MouseViewport.HoveredViewportID = viewport_id;
1675
0
    g.InputEventsQueue.push_back(e);
1676
0
}
1677
1678
void ImGuiIO::AddFocusEvent(bool focused)
1679
0
{
1680
0
    IM_ASSERT(Ctx != NULL);
1681
0
    ImGuiContext& g = *Ctx;
1682
1683
    // Filter duplicate
1684
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus);
1685
0
    const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
1686
0
    if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused))
1687
0
        return;
1688
1689
0
    ImGuiInputEvent e;
1690
0
    e.Type = ImGuiInputEventType_Focus;
1691
0
    e.EventId = g.InputEventsNextEventId++;
1692
0
    e.AppFocused.Focused = focused;
1693
0
    g.InputEventsQueue.push_back(e);
1694
0
}
1695
1696
//-----------------------------------------------------------------------------
1697
// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
1698
//-----------------------------------------------------------------------------
1699
1700
ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
1701
0
{
1702
0
    IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()
1703
0
    ImVec2 p_last = p1;
1704
0
    ImVec2 p_closest;
1705
0
    float p_closest_dist2 = FLT_MAX;
1706
0
    float t_step = 1.0f / (float)num_segments;
1707
0
    for (int i_step = 1; i_step <= num_segments; i_step++)
1708
0
    {
1709
0
        ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
1710
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1711
0
        float dist2 = ImLengthSqr(p - p_line);
1712
0
        if (dist2 < p_closest_dist2)
1713
0
        {
1714
0
            p_closest = p_line;
1715
0
            p_closest_dist2 = dist2;
1716
0
        }
1717
0
        p_last = p_current;
1718
0
    }
1719
0
    return p_closest;
1720
0
}
1721
1722
// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
1723
static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
1724
0
{
1725
0
    float dx = x4 - x1;
1726
0
    float dy = y4 - y1;
1727
0
    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
1728
0
    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
1729
0
    d2 = (d2 >= 0) ? d2 : -d2;
1730
0
    d3 = (d3 >= 0) ? d3 : -d3;
1731
0
    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
1732
0
    {
1733
0
        ImVec2 p_current(x4, y4);
1734
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1735
0
        float dist2 = ImLengthSqr(p - p_line);
1736
0
        if (dist2 < p_closest_dist2)
1737
0
        {
1738
0
            p_closest = p_line;
1739
0
            p_closest_dist2 = dist2;
1740
0
        }
1741
0
        p_last = p_current;
1742
0
    }
1743
0
    else if (level < 10)
1744
0
    {
1745
0
        float x12 = (x1 + x2)*0.5f,       y12 = (y1 + y2)*0.5f;
1746
0
        float x23 = (x2 + x3)*0.5f,       y23 = (y2 + y3)*0.5f;
1747
0
        float x34 = (x3 + x4)*0.5f,       y34 = (y3 + y4)*0.5f;
1748
0
        float x123 = (x12 + x23)*0.5f,    y123 = (y12 + y23)*0.5f;
1749
0
        float x234 = (x23 + x34)*0.5f,    y234 = (y23 + y34)*0.5f;
1750
0
        float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
1751
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
1752
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
1753
0
    }
1754
0
}
1755
1756
// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
1757
// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
1758
ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
1759
0
{
1760
0
    IM_ASSERT(tess_tol > 0.0f);
1761
0
    ImVec2 p_last = p1;
1762
0
    ImVec2 p_closest;
1763
0
    float p_closest_dist2 = FLT_MAX;
1764
0
    ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
1765
0
    return p_closest;
1766
0
}
1767
1768
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
1769
0
{
1770
0
    ImVec2 ap = p - a;
1771
0
    ImVec2 ab_dir = b - a;
1772
0
    float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
1773
0
    if (dot < 0.0f)
1774
0
        return a;
1775
0
    float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
1776
0
    if (dot > ab_len_sqr)
1777
0
        return b;
1778
0
    return a + ab_dir * dot / ab_len_sqr;
1779
0
}
1780
1781
bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1782
0
{
1783
0
    bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
1784
0
    bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
1785
0
    bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
1786
0
    return ((b1 == b2) && (b2 == b3));
1787
0
}
1788
1789
void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
1790
0
{
1791
0
    ImVec2 v0 = b - a;
1792
0
    ImVec2 v1 = c - a;
1793
0
    ImVec2 v2 = p - a;
1794
0
    const float denom = v0.x * v1.y - v1.x * v0.y;
1795
0
    out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
1796
0
    out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
1797
0
    out_u = 1.0f - out_v - out_w;
1798
0
}
1799
1800
ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1801
0
{
1802
0
    ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
1803
0
    ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
1804
0
    ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
1805
0
    float dist2_ab = ImLengthSqr(p - proj_ab);
1806
0
    float dist2_bc = ImLengthSqr(p - proj_bc);
1807
0
    float dist2_ca = ImLengthSqr(p - proj_ca);
1808
0
    float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
1809
0
    if (m == dist2_ab)
1810
0
        return proj_ab;
1811
0
    if (m == dist2_bc)
1812
0
        return proj_bc;
1813
0
    return proj_ca;
1814
0
}
1815
1816
//-----------------------------------------------------------------------------
1817
// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
1818
//-----------------------------------------------------------------------------
1819
1820
// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
1821
int ImStricmp(const char* str1, const char* str2)
1822
0
{
1823
0
    int d;
1824
0
    while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }
1825
0
    return d;
1826
0
}
1827
1828
int ImStrnicmp(const char* str1, const char* str2, size_t count)
1829
0
{
1830
0
    int d = 0;
1831
0
    while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
1832
0
    return d;
1833
0
}
1834
1835
void ImStrncpy(char* dst, const char* src, size_t count)
1836
0
{
1837
0
    if (count < 1)
1838
0
        return;
1839
0
    if (count > 1)
1840
0
        strncpy(dst, src, count - 1);
1841
0
    dst[count - 1] = 0;
1842
0
}
1843
1844
char* ImStrdup(const char* str)
1845
0
{
1846
0
    size_t len = strlen(str);
1847
0
    void* buf = IM_ALLOC(len + 1);
1848
0
    return (char*)memcpy(buf, (const void*)str, len + 1);
1849
0
}
1850
1851
char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
1852
0
{
1853
0
    size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
1854
0
    size_t src_size = strlen(src) + 1;
1855
0
    if (dst_buf_size < src_size)
1856
0
    {
1857
0
        IM_FREE(dst);
1858
0
        dst = (char*)IM_ALLOC(src_size);
1859
0
        if (p_dst_size)
1860
0
            *p_dst_size = src_size;
1861
0
    }
1862
0
    return (char*)memcpy(dst, (const void*)src, src_size);
1863
0
}
1864
1865
const char* ImStrchrRange(const char* str, const char* str_end, char c)
1866
0
{
1867
0
    const char* p = (const char*)memchr(str, (int)c, str_end - str);
1868
0
    return p;
1869
0
}
1870
1871
int ImStrlenW(const ImWchar* str)
1872
0
{
1873
    //return (int)wcslen((const wchar_t*)str);  // FIXME-OPT: Could use this when wchar_t are 16-bit
1874
0
    int n = 0;
1875
0
    while (*str++) n++;
1876
0
    return n;
1877
0
}
1878
1879
// Find end-of-line. Return pointer will point to either first \n, either str_end.
1880
const char* ImStreolRange(const char* str, const char* str_end)
1881
0
{
1882
0
    const char* p = (const char*)memchr(str, '\n', str_end - str);
1883
0
    return p ? p : str_end;
1884
0
}
1885
1886
const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
1887
0
{
1888
0
    while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
1889
0
        buf_mid_line--;
1890
0
    return buf_mid_line;
1891
0
}
1892
1893
const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
1894
0
{
1895
0
    if (!needle_end)
1896
0
        needle_end = needle + strlen(needle);
1897
1898
0
    const char un0 = (char)ImToUpper(*needle);
1899
0
    while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
1900
0
    {
1901
0
        if (ImToUpper(*haystack) == un0)
1902
0
        {
1903
0
            const char* b = needle + 1;
1904
0
            for (const char* a = haystack + 1; b < needle_end; a++, b++)
1905
0
                if (ImToUpper(*a) != ImToUpper(*b))
1906
0
                    break;
1907
0
            if (b == needle_end)
1908
0
                return haystack;
1909
0
        }
1910
0
        haystack++;
1911
0
    }
1912
0
    return NULL;
1913
0
}
1914
1915
// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.
1916
void ImStrTrimBlanks(char* buf)
1917
0
{
1918
0
    char* p = buf;
1919
0
    while (p[0] == ' ' || p[0] == '\t')     // Leading blanks
1920
0
        p++;
1921
0
    char* p_start = p;
1922
0
    while (*p != 0)                         // Find end of string
1923
0
        p++;
1924
0
    while (p > p_start && (p[-1] == ' ' || p[-1] == '\t'))  // Trailing blanks
1925
0
        p--;
1926
0
    if (p_start != buf)                     // Copy memory if we had leading blanks
1927
0
        memmove(buf, p_start, p - p_start);
1928
0
    buf[p - p_start] = 0;                   // Zero terminate
1929
0
}
1930
1931
const char* ImStrSkipBlank(const char* str)
1932
0
{
1933
0
    while (str[0] == ' ' || str[0] == '\t')
1934
0
        str++;
1935
0
    return str;
1936
0
}
1937
1938
// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
1939
// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
1940
// B) When buf==NULL vsnprintf() will return the output size.
1941
#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1942
1943
// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
1944
// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1945
// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
1946
// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
1947
#ifdef IMGUI_USE_STB_SPRINTF
1948
#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION
1949
#define STB_SPRINTF_IMPLEMENTATION
1950
#endif
1951
#ifdef IMGUI_STB_SPRINTF_FILENAME
1952
#include IMGUI_STB_SPRINTF_FILENAME
1953
#else
1954
#include "stb_sprintf.h"
1955
#endif
1956
#endif // #ifdef IMGUI_USE_STB_SPRINTF
1957
1958
#if defined(_MSC_VER) && !defined(vsnprintf)
1959
#define vsnprintf _vsnprintf
1960
#endif
1961
1962
int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
1963
0
{
1964
0
    va_list args;
1965
0
    va_start(args, fmt);
1966
#ifdef IMGUI_USE_STB_SPRINTF
1967
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1968
#else
1969
0
    int w = vsnprintf(buf, buf_size, fmt, args);
1970
0
#endif
1971
0
    va_end(args);
1972
0
    if (buf == NULL)
1973
0
        return w;
1974
0
    if (w == -1 || w >= (int)buf_size)
1975
0
        w = (int)buf_size - 1;
1976
0
    buf[w] = 0;
1977
0
    return w;
1978
0
}
1979
1980
int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
1981
0
{
1982
#ifdef IMGUI_USE_STB_SPRINTF
1983
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1984
#else
1985
0
    int w = vsnprintf(buf, buf_size, fmt, args);
1986
0
#endif
1987
0
    if (buf == NULL)
1988
0
        return w;
1989
0
    if (w == -1 || w >= (int)buf_size)
1990
0
        w = (int)buf_size - 1;
1991
0
    buf[w] = 0;
1992
0
    return w;
1993
0
}
1994
#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1995
1996
void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)
1997
0
{
1998
0
    va_list args;
1999
0
    va_start(args, fmt);
2000
0
    ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args);
2001
0
    va_end(args);
2002
0
}
2003
2004
void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)
2005
0
{
2006
0
    ImGuiContext& g = *GImGui;
2007
0
    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
2008
0
    {
2009
0
        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
2010
0
        if (buf == NULL)
2011
0
            buf = "(null)";
2012
0
        *out_buf = buf;
2013
0
        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
2014
0
    }
2015
0
    else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0)
2016
0
    {
2017
0
        int buf_len = va_arg(args, int); // Skip formatting when using "%.*s"
2018
0
        const char* buf = va_arg(args, const char*);
2019
0
        if (buf == NULL)
2020
0
        {
2021
0
            buf = "(null)";
2022
0
            buf_len = ImMin(buf_len, 6);
2023
0
        }
2024
0
        *out_buf = buf;
2025
0
        *out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it.
2026
0
    }
2027
0
    else
2028
0
    {
2029
0
        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
2030
0
        *out_buf = g.TempBuffer.Data;
2031
0
        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
2032
0
    }
2033
0
}
2034
2035
// CRC32 needs a 1KB lookup table (not cache friendly)
2036
// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
2037
// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
2038
static const ImU32 GCrc32LookupTable[256] =
2039
{
2040
    0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
2041
    0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
2042
    0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
2043
    0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
2044
    0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
2045
    0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
2046
    0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
2047
    0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
2048
    0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
2049
    0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
2050
    0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
2051
    0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
2052
    0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
2053
    0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
2054
    0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
2055
    0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
2056
};
2057
2058
// Known size hash
2059
// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
2060
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
2061
ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)
2062
0
{
2063
0
    ImU32 crc = ~seed;
2064
0
    const unsigned char* data = (const unsigned char*)data_p;
2065
0
    const ImU32* crc32_lut = GCrc32LookupTable;
2066
0
    while (data_size-- != 0)
2067
0
        crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
2068
0
    return ~crc;
2069
0
}
2070
2071
// Zero-terminated string hash, with support for ### to reset back to seed value
2072
// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
2073
// Because this syntax is rarely used we are optimizing for the common case.
2074
// - If we reach ### in the string we discard the hash so far and reset to the seed.
2075
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
2076
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
2077
ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
2078
0
{
2079
0
    seed = ~seed;
2080
0
    ImU32 crc = seed;
2081
0
    const unsigned char* data = (const unsigned char*)data_p;
2082
0
    const ImU32* crc32_lut = GCrc32LookupTable;
2083
0
    if (data_size != 0)
2084
0
    {
2085
0
        while (data_size-- != 0)
2086
0
        {
2087
0
            unsigned char c = *data++;
2088
0
            if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
2089
0
                crc = seed;
2090
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2091
0
        }
2092
0
    }
2093
0
    else
2094
0
    {
2095
0
        while (unsigned char c = *data++)
2096
0
        {
2097
0
            if (c == '#' && data[0] == '#' && data[1] == '#')
2098
0
                crc = seed;
2099
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2100
0
        }
2101
0
    }
2102
0
    return ~crc;
2103
0
}
2104
2105
//-----------------------------------------------------------------------------
2106
// [SECTION] MISC HELPERS/UTILITIES (File functions)
2107
//-----------------------------------------------------------------------------
2108
2109
// Default file functions
2110
#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2111
2112
ImFileHandle ImFileOpen(const char* filename, const char* mode)
2113
0
{
2114
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
2115
    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
2116
    // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
2117
    const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
2118
    const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);
2119
    ImGuiContext& g = *GImGui;
2120
    g.TempBuffer.reserve((filename_wsize + mode_wsize) * sizeof(wchar_t));
2121
    wchar_t* buf = (wchar_t*)(void*)g.TempBuffer.Data;
2122
    ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize);
2123
    ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize);
2124
    return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]);
2125
#else
2126
0
    return fopen(filename, mode);
2127
0
#endif
2128
0
}
2129
2130
// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.
2131
0
bool    ImFileClose(ImFileHandle f)     { return fclose(f) == 0; }
2132
0
ImU64   ImFileGetSize(ImFileHandle f)   { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }
2133
0
ImU64   ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f)           { return fread(data, (size_t)sz, (size_t)count, f); }
2134
0
ImU64   ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)    { return fwrite(data, (size_t)sz, (size_t)count, f); }
2135
#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2136
2137
// Helper: Load file content into memory
2138
// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
2139
// This can't really be used with "rt" because fseek size won't match read size.
2140
void*   ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
2141
0
{
2142
0
    IM_ASSERT(filename && mode);
2143
0
    if (out_file_size)
2144
0
        *out_file_size = 0;
2145
2146
0
    ImFileHandle f;
2147
0
    if ((f = ImFileOpen(filename, mode)) == NULL)
2148
0
        return NULL;
2149
2150
0
    size_t file_size = (size_t)ImFileGetSize(f);
2151
0
    if (file_size == (size_t)-1)
2152
0
    {
2153
0
        ImFileClose(f);
2154
0
        return NULL;
2155
0
    }
2156
2157
0
    void* file_data = IM_ALLOC(file_size + padding_bytes);
2158
0
    if (file_data == NULL)
2159
0
    {
2160
0
        ImFileClose(f);
2161
0
        return NULL;
2162
0
    }
2163
0
    if (ImFileRead(file_data, 1, file_size, f) != file_size)
2164
0
    {
2165
0
        ImFileClose(f);
2166
0
        IM_FREE(file_data);
2167
0
        return NULL;
2168
0
    }
2169
0
    if (padding_bytes > 0)
2170
0
        memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
2171
2172
0
    ImFileClose(f);
2173
0
    if (out_file_size)
2174
0
        *out_file_size = file_size;
2175
2176
0
    return file_data;
2177
0
}
2178
2179
//-----------------------------------------------------------------------------
2180
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
2181
//-----------------------------------------------------------------------------
2182
2183
IM_MSVC_RUNTIME_CHECKS_OFF
2184
2185
// Convert UTF-8 to 32-bit character, process single character input.
2186
// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).
2187
// We handle UTF-8 decoding error by skipping forward.
2188
int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
2189
0
{
2190
0
    static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };
2191
0
    static const int masks[]  = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };
2192
0
    static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };
2193
0
    static const int shiftc[] = { 0, 18, 12, 6, 0 };
2194
0
    static const int shifte[] = { 0, 6, 4, 2, 0 };
2195
0
    int len = lengths[*(const unsigned char*)in_text >> 3];
2196
0
    int wanted = len + (len ? 0 : 1);
2197
2198
0
    if (in_text_end == NULL)
2199
0
        in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
2200
2201
    // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,
2202
    // so it is fast even with excessive branching.
2203
0
    unsigned char s[4];
2204
0
    s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;
2205
0
    s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;
2206
0
    s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;
2207
0
    s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;
2208
2209
    // Assume a four-byte character and load four bytes. Unused bits are shifted out.
2210
0
    *out_char  = (uint32_t)(s[0] & masks[len]) << 18;
2211
0
    *out_char |= (uint32_t)(s[1] & 0x3f) << 12;
2212
0
    *out_char |= (uint32_t)(s[2] & 0x3f) <<  6;
2213
0
    *out_char |= (uint32_t)(s[3] & 0x3f) <<  0;
2214
0
    *out_char >>= shiftc[len];
2215
2216
    // Accumulate the various error conditions.
2217
0
    int e = 0;
2218
0
    e  = (*out_char < mins[len]) << 6; // non-canonical encoding
2219
0
    e |= ((*out_char >> 11) == 0x1b) << 7;  // surrogate half?
2220
0
    e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8;  // out of range?
2221
0
    e |= (s[1] & 0xc0) >> 2;
2222
0
    e |= (s[2] & 0xc0) >> 4;
2223
0
    e |= (s[3]       ) >> 6;
2224
0
    e ^= 0x2a; // top two bits of each tail byte correct?
2225
0
    e >>= shifte[len];
2226
2227
0
    if (e)
2228
0
    {
2229
        // No bytes are consumed when *in_text == 0 || in_text == in_text_end.
2230
        // One byte is consumed in case of invalid first byte of in_text.
2231
        // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.
2232
        // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.
2233
0
        wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);
2234
0
        *out_char = IM_UNICODE_CODEPOINT_INVALID;
2235
0
    }
2236
2237
0
    return wanted;
2238
0
}
2239
2240
int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
2241
0
{
2242
0
    ImWchar* buf_out = buf;
2243
0
    ImWchar* buf_end = buf + buf_size;
2244
0
    while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2245
0
    {
2246
0
        unsigned int c;
2247
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2248
0
        *buf_out++ = (ImWchar)c;
2249
0
    }
2250
0
    *buf_out = 0;
2251
0
    if (in_text_remaining)
2252
0
        *in_text_remaining = in_text;
2253
0
    return (int)(buf_out - buf);
2254
0
}
2255
2256
int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
2257
0
{
2258
0
    int char_count = 0;
2259
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2260
0
    {
2261
0
        unsigned int c;
2262
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2263
0
        char_count++;
2264
0
    }
2265
0
    return char_count;
2266
0
}
2267
2268
// Based on stb_to_utf8() from github.com/nothings/stb/
2269
static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)
2270
0
{
2271
0
    if (c < 0x80)
2272
0
    {
2273
0
        buf[0] = (char)c;
2274
0
        return 1;
2275
0
    }
2276
0
    if (c < 0x800)
2277
0
    {
2278
0
        if (buf_size < 2) return 0;
2279
0
        buf[0] = (char)(0xc0 + (c >> 6));
2280
0
        buf[1] = (char)(0x80 + (c & 0x3f));
2281
0
        return 2;
2282
0
    }
2283
0
    if (c < 0x10000)
2284
0
    {
2285
0
        if (buf_size < 3) return 0;
2286
0
        buf[0] = (char)(0xe0 + (c >> 12));
2287
0
        buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
2288
0
        buf[2] = (char)(0x80 + ((c ) & 0x3f));
2289
0
        return 3;
2290
0
    }
2291
0
    if (c <= 0x10FFFF)
2292
0
    {
2293
0
        if (buf_size < 4) return 0;
2294
0
        buf[0] = (char)(0xf0 + (c >> 18));
2295
0
        buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
2296
0
        buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
2297
0
        buf[3] = (char)(0x80 + ((c ) & 0x3f));
2298
0
        return 4;
2299
0
    }
2300
    // Invalid code point, the max unicode is 0x10FFFF
2301
0
    return 0;
2302
0
}
2303
2304
const char* ImTextCharToUtf8(char out_buf[5], unsigned int c)
2305
0
{
2306
0
    int count = ImTextCharToUtf8_inline(out_buf, 5, c);
2307
0
    out_buf[count] = 0;
2308
0
    return out_buf;
2309
0
}
2310
2311
// Not optimal but we very rarely use this function.
2312
int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
2313
0
{
2314
0
    unsigned int unused = 0;
2315
0
    return ImTextCharFromUtf8(&unused, in_text, in_text_end);
2316
0
}
2317
2318
static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
2319
0
{
2320
0
    if (c < 0x80) return 1;
2321
0
    if (c < 0x800) return 2;
2322
0
    if (c < 0x10000) return 3;
2323
0
    if (c <= 0x10FFFF) return 4;
2324
0
    return 3;
2325
0
}
2326
2327
int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
2328
0
{
2329
0
    char* buf_p = out_buf;
2330
0
    const char* buf_end = out_buf + out_buf_size;
2331
0
    while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2332
0
    {
2333
0
        unsigned int c = (unsigned int)(*in_text++);
2334
0
        if (c < 0x80)
2335
0
            *buf_p++ = (char)c;
2336
0
        else
2337
0
            buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);
2338
0
    }
2339
0
    *buf_p = 0;
2340
0
    return (int)(buf_p - out_buf);
2341
0
}
2342
2343
int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
2344
0
{
2345
0
    int bytes_count = 0;
2346
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2347
0
    {
2348
0
        unsigned int c = (unsigned int)(*in_text++);
2349
0
        if (c < 0x80)
2350
0
            bytes_count++;
2351
0
        else
2352
0
            bytes_count += ImTextCountUtf8BytesFromChar(c);
2353
0
    }
2354
0
    return bytes_count;
2355
0
}
2356
2357
const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr)
2358
0
{
2359
0
    while (in_text_curr > in_text_start)
2360
0
    {
2361
0
        in_text_curr--;
2362
0
        if ((*in_text_curr & 0xC0) != 0x80)
2363
0
            return in_text_curr;
2364
0
    }
2365
0
    return in_text_start;
2366
0
}
2367
2368
IM_MSVC_RUNTIME_CHECKS_RESTORE
2369
2370
//-----------------------------------------------------------------------------
2371
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
2372
// Note: The Convert functions are early design which are not consistent with other API.
2373
//-----------------------------------------------------------------------------
2374
2375
IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
2376
0
{
2377
0
    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
2378
0
    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
2379
0
    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
2380
0
    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
2381
0
    return IM_COL32(r, g, b, 0xFF);
2382
0
}
2383
2384
ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
2385
0
{
2386
0
    float s = 1.0f / 255.0f;
2387
0
    return ImVec4(
2388
0
        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
2389
0
        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
2390
0
        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
2391
0
        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
2392
0
}
2393
2394
ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
2395
0
{
2396
0
    ImU32 out;
2397
0
    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
2398
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
2399
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
2400
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
2401
0
    return out;
2402
0
}
2403
2404
// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
2405
// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
2406
void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
2407
0
{
2408
0
    float K = 0.f;
2409
0
    if (g < b)
2410
0
    {
2411
0
        ImSwap(g, b);
2412
0
        K = -1.f;
2413
0
    }
2414
0
    if (r < g)
2415
0
    {
2416
0
        ImSwap(r, g);
2417
0
        K = -2.f / 6.f - K;
2418
0
    }
2419
2420
0
    const float chroma = r - (g < b ? g : b);
2421
0
    out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
2422
0
    out_s = chroma / (r + 1e-20f);
2423
0
    out_v = r;
2424
0
}
2425
2426
// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
2427
// also http://en.wikipedia.org/wiki/HSL_and_HSV
2428
void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
2429
0
{
2430
0
    if (s == 0.0f)
2431
0
    {
2432
        // gray
2433
0
        out_r = out_g = out_b = v;
2434
0
        return;
2435
0
    }
2436
2437
0
    h = ImFmod(h, 1.0f) / (60.0f / 360.0f);
2438
0
    int   i = (int)h;
2439
0
    float f = h - (float)i;
2440
0
    float p = v * (1.0f - s);
2441
0
    float q = v * (1.0f - s * f);
2442
0
    float t = v * (1.0f - s * (1.0f - f));
2443
2444
0
    switch (i)
2445
0
    {
2446
0
    case 0: out_r = v; out_g = t; out_b = p; break;
2447
0
    case 1: out_r = q; out_g = v; out_b = p; break;
2448
0
    case 2: out_r = p; out_g = v; out_b = t; break;
2449
0
    case 3: out_r = p; out_g = q; out_b = v; break;
2450
0
    case 4: out_r = t; out_g = p; out_b = v; break;
2451
0
    case 5: default: out_r = v; out_g = p; out_b = q; break;
2452
0
    }
2453
0
}
2454
2455
//-----------------------------------------------------------------------------
2456
// [SECTION] ImGuiStorage
2457
// Helper: Key->value storage
2458
//-----------------------------------------------------------------------------
2459
2460
// std::lower_bound but without the bullshit
2461
static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)
2462
0
{
2463
0
    ImGuiStorage::ImGuiStoragePair* first = data.Data;
2464
0
    ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;
2465
0
    size_t count = (size_t)(last - first);
2466
0
    while (count > 0)
2467
0
    {
2468
0
        size_t count2 = count >> 1;
2469
0
        ImGuiStorage::ImGuiStoragePair* mid = first + count2;
2470
0
        if (mid->key < key)
2471
0
        {
2472
0
            first = ++mid;
2473
0
            count -= count2 + 1;
2474
0
        }
2475
0
        else
2476
0
        {
2477
0
            count = count2;
2478
0
        }
2479
0
    }
2480
0
    return first;
2481
0
}
2482
2483
// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2484
void ImGuiStorage::BuildSortByKey()
2485
0
{
2486
0
    struct StaticFunc
2487
0
    {
2488
0
        static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)
2489
0
        {
2490
            // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
2491
0
            if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;
2492
0
            if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;
2493
0
            return 0;
2494
0
        }
2495
0
    };
2496
0
    ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID);
2497
0
}
2498
2499
int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
2500
0
{
2501
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2502
0
    if (it == Data.end() || it->key != key)
2503
0
        return default_val;
2504
0
    return it->val_i;
2505
0
}
2506
2507
bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
2508
0
{
2509
0
    return GetInt(key, default_val ? 1 : 0) != 0;
2510
0
}
2511
2512
float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
2513
0
{
2514
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2515
0
    if (it == Data.end() || it->key != key)
2516
0
        return default_val;
2517
0
    return it->val_f;
2518
0
}
2519
2520
void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
2521
0
{
2522
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2523
0
    if (it == Data.end() || it->key != key)
2524
0
        return NULL;
2525
0
    return it->val_p;
2526
0
}
2527
2528
// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
2529
int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
2530
0
{
2531
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2532
0
    if (it == Data.end() || it->key != key)
2533
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2534
0
    return &it->val_i;
2535
0
}
2536
2537
bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
2538
0
{
2539
0
    return (bool*)GetIntRef(key, default_val ? 1 : 0);
2540
0
}
2541
2542
float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
2543
0
{
2544
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2545
0
    if (it == Data.end() || it->key != key)
2546
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2547
0
    return &it->val_f;
2548
0
}
2549
2550
void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
2551
0
{
2552
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2553
0
    if (it == Data.end() || it->key != key)
2554
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2555
0
    return &it->val_p;
2556
0
}
2557
2558
// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
2559
void ImGuiStorage::SetInt(ImGuiID key, int val)
2560
0
{
2561
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2562
0
    if (it == Data.end() || it->key != key)
2563
0
        Data.insert(it, ImGuiStoragePair(key, val));
2564
0
    else
2565
0
        it->val_i = val;
2566
0
}
2567
2568
void ImGuiStorage::SetBool(ImGuiID key, bool val)
2569
0
{
2570
0
    SetInt(key, val ? 1 : 0);
2571
0
}
2572
2573
void ImGuiStorage::SetFloat(ImGuiID key, float val)
2574
0
{
2575
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2576
0
    if (it == Data.end() || it->key != key)
2577
0
        Data.insert(it, ImGuiStoragePair(key, val));
2578
0
    else
2579
0
        it->val_f = val;
2580
0
}
2581
2582
void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
2583
0
{
2584
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2585
0
    if (it == Data.end() || it->key != key)
2586
0
        Data.insert(it, ImGuiStoragePair(key, val));
2587
0
    else
2588
0
        it->val_p = val;
2589
0
}
2590
2591
void ImGuiStorage::SetAllInt(int v)
2592
0
{
2593
0
    for (int i = 0; i < Data.Size; i++)
2594
0
        Data[i].val_i = v;
2595
0
}
2596
2597
//-----------------------------------------------------------------------------
2598
// [SECTION] ImGuiTextFilter
2599
//-----------------------------------------------------------------------------
2600
2601
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2602
ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077
2603
0
{
2604
0
    InputBuf[0] = 0;
2605
0
    CountGrep = 0;
2606
0
    if (default_filter)
2607
0
    {
2608
0
        ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
2609
0
        Build();
2610
0
    }
2611
0
}
2612
2613
bool ImGuiTextFilter::Draw(const char* label, float width)
2614
0
{
2615
0
    if (width != 0.0f)
2616
0
        ImGui::SetNextItemWidth(width);
2617
0
    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
2618
0
    if (value_changed)
2619
0
        Build();
2620
0
    return value_changed;
2621
0
}
2622
2623
void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const
2624
0
{
2625
0
    out->resize(0);
2626
0
    const char* wb = b;
2627
0
    const char* we = wb;
2628
0
    while (we < e)
2629
0
    {
2630
0
        if (*we == separator)
2631
0
        {
2632
0
            out->push_back(ImGuiTextRange(wb, we));
2633
0
            wb = we + 1;
2634
0
        }
2635
0
        we++;
2636
0
    }
2637
0
    if (wb != we)
2638
0
        out->push_back(ImGuiTextRange(wb, we));
2639
0
}
2640
2641
void ImGuiTextFilter::Build()
2642
0
{
2643
0
    Filters.resize(0);
2644
0
    ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
2645
0
    input_range.split(',', &Filters);
2646
2647
0
    CountGrep = 0;
2648
0
    for (ImGuiTextRange& f : Filters)
2649
0
    {
2650
0
        while (f.b < f.e && ImCharIsBlankA(f.b[0]))
2651
0
            f.b++;
2652
0
        while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
2653
0
            f.e--;
2654
0
        if (f.empty())
2655
0
            continue;
2656
0
        if (f.b[0] != '-')
2657
0
            CountGrep += 1;
2658
0
    }
2659
0
}
2660
2661
bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
2662
0
{
2663
0
    if (Filters.empty())
2664
0
        return true;
2665
2666
0
    if (text == NULL)
2667
0
        text = "";
2668
2669
0
    for (const ImGuiTextRange& f : Filters)
2670
0
    {
2671
0
        if (f.empty())
2672
0
            continue;
2673
0
        if (f.b[0] == '-')
2674
0
        {
2675
            // Subtract
2676
0
            if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)
2677
0
                return false;
2678
0
        }
2679
0
        else
2680
0
        {
2681
            // Grep
2682
0
            if (ImStristr(text, text_end, f.b, f.e) != NULL)
2683
0
                return true;
2684
0
        }
2685
0
    }
2686
2687
    // Implicit * grep
2688
0
    if (CountGrep == 0)
2689
0
        return true;
2690
2691
0
    return false;
2692
0
}
2693
2694
//-----------------------------------------------------------------------------
2695
// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
2696
//-----------------------------------------------------------------------------
2697
2698
// On some platform vsnprintf() takes va_list by reference and modifies it.
2699
// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
2700
#ifndef va_copy
2701
#if defined(__GNUC__) || defined(__clang__)
2702
#define va_copy(dest, src) __builtin_va_copy(dest, src)
2703
#else
2704
#define va_copy(dest, src) (dest = src)
2705
#endif
2706
#endif
2707
2708
char ImGuiTextBuffer::EmptyString[1] = { 0 };
2709
2710
void ImGuiTextBuffer::append(const char* str, const char* str_end)
2711
0
{
2712
0
    int len = str_end ? (int)(str_end - str) : (int)strlen(str);
2713
2714
    // Add zero-terminator the first time
2715
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2716
0
    const int needed_sz = write_off + len;
2717
0
    if (write_off + len >= Buf.Capacity)
2718
0
    {
2719
0
        int new_capacity = Buf.Capacity * 2;
2720
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2721
0
    }
2722
2723
0
    Buf.resize(needed_sz);
2724
0
    memcpy(&Buf[write_off - 1], str, (size_t)len);
2725
0
    Buf[write_off - 1 + len] = 0;
2726
0
}
2727
2728
void ImGuiTextBuffer::appendf(const char* fmt, ...)
2729
0
{
2730
0
    va_list args;
2731
0
    va_start(args, fmt);
2732
0
    appendfv(fmt, args);
2733
0
    va_end(args);
2734
0
}
2735
2736
// Helper: Text buffer for logging/accumulating text
2737
void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
2738
0
{
2739
0
    va_list args_copy;
2740
0
    va_copy(args_copy, args);
2741
2742
0
    int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
2743
0
    if (len <= 0)
2744
0
    {
2745
0
        va_end(args_copy);
2746
0
        return;
2747
0
    }
2748
2749
    // Add zero-terminator the first time
2750
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2751
0
    const int needed_sz = write_off + len;
2752
0
    if (write_off + len >= Buf.Capacity)
2753
0
    {
2754
0
        int new_capacity = Buf.Capacity * 2;
2755
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2756
0
    }
2757
2758
0
    Buf.resize(needed_sz);
2759
0
    ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
2760
0
    va_end(args_copy);
2761
0
}
2762
2763
void ImGuiTextIndex::append(const char* base, int old_size, int new_size)
2764
0
{
2765
0
    IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);
2766
0
    if (old_size == new_size)
2767
0
        return;
2768
0
    if (EndOffset == 0 || base[EndOffset - 1] == '\n')
2769
0
        LineOffsets.push_back(EndOffset);
2770
0
    const char* base_end = base + new_size;
2771
0
    for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; )
2772
0
        if (++p < base_end) // Don't push a trailing offset on last \n
2773
0
            LineOffsets.push_back((int)(intptr_t)(p - base));
2774
0
    EndOffset = ImMax(EndOffset, new_size);
2775
0
}
2776
2777
//-----------------------------------------------------------------------------
2778
// [SECTION] ImGuiListClipper
2779
//-----------------------------------------------------------------------------
2780
2781
// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.
2782
// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.
2783
static bool GetSkipItemForListClipping()
2784
0
{
2785
0
    ImGuiContext& g = *GImGui;
2786
0
    return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
2787
0
}
2788
2789
static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)
2790
0
{
2791
0
    if (ranges.Size - offset <= 1)
2792
0
        return;
2793
2794
    // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)
2795
0
    for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)
2796
0
        for (int i = offset; i < sort_end + offset; ++i)
2797
0
            if (ranges[i].Min > ranges[i + 1].Min)
2798
0
                ImSwap(ranges[i], ranges[i + 1]);
2799
2800
    // Now fuse ranges together as much as possible.
2801
0
    for (int i = 1 + offset; i < ranges.Size; i++)
2802
0
    {
2803
0
        IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);
2804
0
        if (ranges[i - 1].Max < ranges[i].Min)
2805
0
            continue;
2806
0
        ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);
2807
0
        ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);
2808
0
        ranges.erase(ranges.Data + i);
2809
0
        i--;
2810
0
    }
2811
0
}
2812
2813
static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)
2814
0
{
2815
    // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
2816
    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
2817
    // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?
2818
0
    ImGuiContext& g = *GImGui;
2819
0
    ImGuiWindow* window = g.CurrentWindow;
2820
0
    float off_y = pos_y - window->DC.CursorPos.y;
2821
0
    window->DC.CursorPos.y = pos_y;
2822
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);
2823
0
    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;  // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
2824
0
    window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y);      // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
2825
0
    if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
2826
0
        columns->LineMinY = window->DC.CursorPos.y;                         // Setting this so that cell Y position are set properly
2827
0
    if (ImGuiTable* table = g.CurrentTable)
2828
0
    {
2829
0
        if (table->IsInsideRow)
2830
0
            ImGui::TableEndRow(table);
2831
0
        table->RowPosY2 = window->DC.CursorPos.y;
2832
0
        const int row_increase = (int)((off_y / line_height) + 0.5f);
2833
        //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
2834
0
        table->RowBgColorCounter += row_increase;
2835
0
    }
2836
0
}
2837
2838
static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n)
2839
0
{
2840
    // StartPosY starts from ItemsFrozen hence the subtraction
2841
    // Perform the add and multiply with double to allow seeking through larger ranges
2842
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2843
0
    float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight);
2844
0
    ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight);
2845
0
}
2846
2847
ImGuiListClipper::ImGuiListClipper()
2848
0
{
2849
0
    memset(this, 0, sizeof(*this));
2850
0
}
2851
2852
ImGuiListClipper::~ImGuiListClipper()
2853
0
{
2854
0
    End();
2855
0
}
2856
2857
void ImGuiListClipper::Begin(int items_count, float items_height)
2858
0
{
2859
0
    if (Ctx == NULL)
2860
0
        Ctx = ImGui::GetCurrentContext();
2861
2862
0
    ImGuiContext& g = *Ctx;
2863
0
    ImGuiWindow* window = g.CurrentWindow;
2864
0
    IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name);
2865
2866
0
    if (ImGuiTable* table = g.CurrentTable)
2867
0
        if (table->IsInsideRow)
2868
0
            ImGui::TableEndRow(table);
2869
2870
0
    StartPosY = window->DC.CursorPos.y;
2871
0
    ItemsHeight = items_height;
2872
0
    ItemsCount = items_count;
2873
0
    DisplayStart = -1;
2874
0
    DisplayEnd = 0;
2875
2876
    // Acquire temporary buffer
2877
0
    if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)
2878
0
        g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());
2879
0
    ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2880
0
    data->Reset(this);
2881
0
    data->LossynessOffset = window->DC.CursorStartPosLossyness.y;
2882
0
    TempData = data;
2883
0
}
2884
2885
void ImGuiListClipper::End()
2886
0
{
2887
0
    if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)
2888
0
    {
2889
        // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.
2890
0
        ImGuiContext& g = *Ctx;
2891
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name);
2892
0
        if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)
2893
0
            ImGuiListClipper_SeekCursorForItem(this, ItemsCount);
2894
2895
        // Restore temporary buffer and fix back pointers which may be invalidated when nesting
2896
0
        IM_ASSERT(data->ListClipper == this);
2897
0
        data->StepNo = data->Ranges.Size;
2898
0
        if (--g.ClipperTempDataStacked > 0)
2899
0
        {
2900
0
            data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2901
0
            data->ListClipper->TempData = data;
2902
0
        }
2903
0
        TempData = NULL;
2904
0
    }
2905
0
    ItemsCount = -1;
2906
0
}
2907
2908
void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end)
2909
0
{
2910
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
2911
0
    IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.
2912
0
    IM_ASSERT(item_begin <= item_end);
2913
0
    if (item_begin < item_end)
2914
0
        data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end));
2915
0
}
2916
2917
static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
2918
0
{
2919
0
    ImGuiContext& g = *clipper->Ctx;
2920
0
    ImGuiWindow* window = g.CurrentWindow;
2921
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2922
0
    IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
2923
2924
0
    ImGuiTable* table = g.CurrentTable;
2925
0
    if (table && table->IsInsideRow)
2926
0
        ImGui::TableEndRow(table);
2927
2928
    // No items
2929
0
    if (clipper->ItemsCount == 0 || GetSkipItemForListClipping())
2930
0
        return false;
2931
2932
    // While we are in frozen row state, keep displaying items one by one, unclipped
2933
    // FIXME: Could be stored as a table-agnostic state.
2934
0
    if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)
2935
0
    {
2936
0
        clipper->DisplayStart = data->ItemsFrozen;
2937
0
        clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount);
2938
0
        if (clipper->DisplayStart < clipper->DisplayEnd)
2939
0
            data->ItemsFrozen++;
2940
0
        return true;
2941
0
    }
2942
2943
    // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
2944
0
    bool calc_clipping = false;
2945
0
    if (data->StepNo == 0)
2946
0
    {
2947
0
        clipper->StartPosY = window->DC.CursorPos.y;
2948
0
        if (clipper->ItemsHeight <= 0.0f)
2949
0
        {
2950
            // Submit the first item (or range) so we can measure its height (generally the first range is 0..1)
2951
0
            data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));
2952
0
            clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);
2953
0
            clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount);
2954
0
            data->StepNo = 1;
2955
0
            return true;
2956
0
        }
2957
0
        calc_clipping = true;   // If on the first step with known item height, calculate clipping.
2958
0
    }
2959
2960
    // Step 1: Let the clipper infer height from first range
2961
0
    if (clipper->ItemsHeight <= 0.0f)
2962
0
    {
2963
0
        IM_ASSERT(data->StepNo == 1);
2964
0
        if (table)
2965
0
            IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
2966
2967
0
        clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
2968
0
        bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
2969
0
        if (affected_by_floating_point_precision)
2970
0
            clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
2971
2972
0
        IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
2973
0
        calc_clipping = true;   // If item height had to be calculated, calculate clipping afterwards.
2974
0
    }
2975
2976
    // Step 0 or 1: Calculate the actual ranges of visible elements.
2977
0
    const int already_submitted = clipper->DisplayEnd;
2978
0
    if (calc_clipping)
2979
0
    {
2980
0
        if (g.LogEnabled)
2981
0
        {
2982
            // If logging is active, do not perform any clipping
2983
0
            data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount));
2984
0
        }
2985
0
        else
2986
0
        {
2987
            // Add range selected to be included for navigation
2988
0
            const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
2989
0
            if (is_nav_request)
2990
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
2991
0
            if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1)
2992
0
                data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
2993
2994
            // Add focused/active item
2995
0
            ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);
2996
0
            if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)
2997
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
2998
2999
            // Add visible range
3000
0
            const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
3001
0
            const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
3002
0
            data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));
3003
0
        }
3004
3005
        // Convert position ranges to item index ranges
3006
        // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.
3007
        // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,
3008
        //   which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.
3009
0
        for (ImGuiListClipperRange& range : data->Ranges)
3010
0
            if (range.PosToIndexConvert)
3011
0
            {
3012
0
                int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);
3013
0
                int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);
3014
0
                range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);
3015
0
                range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount);
3016
0
                range.PosToIndexConvert = false;
3017
0
            }
3018
0
        ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);
3019
0
    }
3020
3021
    // Step 0+ (if item height is given in advance) or 1+: Display the next range in line.
3022
0
    while (data->StepNo < data->Ranges.Size)
3023
0
    {
3024
0
        clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);
3025
0
        clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);
3026
0
        if (clipper->DisplayStart > already_submitted) //-V1051
3027
0
            ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart);
3028
0
        data->StepNo++;
3029
0
        if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size)
3030
0
            continue;
3031
0
        return true;
3032
0
    }
3033
3034
    // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
3035
    // Advance the cursor to the end of the list and then returns 'false' to end the loop.
3036
0
    if (clipper->ItemsCount < INT_MAX)
3037
0
        ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount);
3038
3039
0
    return false;
3040
0
}
3041
3042
bool ImGuiListClipper::Step()
3043
0
{
3044
0
    ImGuiContext& g = *Ctx;
3045
0
    bool need_items_height = (ItemsHeight <= 0.0f);
3046
0
    bool ret = ImGuiListClipper_StepInternal(this);
3047
0
    if (ret && (DisplayStart == DisplayEnd))
3048
0
        ret = false;
3049
0
    if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)
3050
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");
3051
0
    if (need_items_height && ItemsHeight > 0.0f)
3052
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight);
3053
0
    if (ret)
3054
0
    {
3055
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd);
3056
0
    }
3057
0
    else
3058
0
    {
3059
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n");
3060
0
        End();
3061
0
    }
3062
0
    return ret;
3063
0
}
3064
3065
//-----------------------------------------------------------------------------
3066
// [SECTION] STYLING
3067
//-----------------------------------------------------------------------------
3068
3069
ImGuiStyle& ImGui::GetStyle()
3070
0
{
3071
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
3072
0
    return GImGui->Style;
3073
0
}
3074
3075
ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
3076
0
{
3077
0
    ImGuiStyle& style = GImGui->Style;
3078
0
    ImVec4 c = style.Colors[idx];
3079
0
    c.w *= style.Alpha * alpha_mul;
3080
0
    return ColorConvertFloat4ToU32(c);
3081
0
}
3082
3083
ImU32 ImGui::GetColorU32(const ImVec4& col)
3084
0
{
3085
0
    ImGuiStyle& style = GImGui->Style;
3086
0
    ImVec4 c = col;
3087
0
    c.w *= style.Alpha;
3088
0
    return ColorConvertFloat4ToU32(c);
3089
0
}
3090
3091
const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
3092
0
{
3093
0
    ImGuiStyle& style = GImGui->Style;
3094
0
    return style.Colors[idx];
3095
0
}
3096
3097
ImU32 ImGui::GetColorU32(ImU32 col)
3098
0
{
3099
0
    ImGuiStyle& style = GImGui->Style;
3100
0
    if (style.Alpha >= 1.0f)
3101
0
        return col;
3102
0
    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
3103
0
    a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
3104
0
    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
3105
0
}
3106
3107
// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
3108
void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
3109
0
{
3110
0
    ImGuiContext& g = *GImGui;
3111
0
    ImGuiColorMod backup;
3112
0
    backup.Col = idx;
3113
0
    backup.BackupValue = g.Style.Colors[idx];
3114
0
    g.ColorStack.push_back(backup);
3115
0
    if (g.DebugFlashStyleColorIdx != idx)
3116
0
        g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
3117
0
}
3118
3119
void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
3120
0
{
3121
0
    ImGuiContext& g = *GImGui;
3122
0
    ImGuiColorMod backup;
3123
0
    backup.Col = idx;
3124
0
    backup.BackupValue = g.Style.Colors[idx];
3125
0
    g.ColorStack.push_back(backup);
3126
0
    if (g.DebugFlashStyleColorIdx != idx)
3127
0
        g.Style.Colors[idx] = col;
3128
0
}
3129
3130
void ImGui::PopStyleColor(int count)
3131
0
{
3132
0
    ImGuiContext& g = *GImGui;
3133
0
    if (g.ColorStack.Size < count)
3134
0
    {
3135
0
        IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times: stack underflow.");
3136
0
        count = g.ColorStack.Size;
3137
0
    }
3138
0
    while (count > 0)
3139
0
    {
3140
0
        ImGuiColorMod& backup = g.ColorStack.back();
3141
0
        g.Style.Colors[backup.Col] = backup.BackupValue;
3142
0
        g.ColorStack.pop_back();
3143
0
        count--;
3144
0
    }
3145
0
}
3146
3147
static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] =
3148
{
3149
    ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive
3150
};
3151
3152
static const ImGuiDataVarInfo GStyleVarInfo[] =
3153
{
3154
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, Alpha) },                 // ImGuiStyleVar_Alpha
3155
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) },         // ImGuiStyleVar_DisabledAlpha
3156
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowPadding) },         // ImGuiStyleVar_WindowPadding
3157
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowRounding) },        // ImGuiStyleVar_WindowRounding
3158
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) },      // ImGuiStyleVar_WindowBorderSize
3159
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowMinSize) },         // ImGuiStyleVar_WindowMinSize
3160
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) },      // ImGuiStyleVar_WindowTitleAlign
3161
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildRounding) },         // ImGuiStyleVar_ChildRounding
3162
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) },       // ImGuiStyleVar_ChildBorderSize
3163
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupRounding) },         // ImGuiStyleVar_PopupRounding
3164
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) },       // ImGuiStyleVar_PopupBorderSize
3165
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, FramePadding) },          // ImGuiStyleVar_FramePadding
3166
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameRounding) },         // ImGuiStyleVar_FrameRounding
3167
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) },       // ImGuiStyleVar_FrameBorderSize
3168
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemSpacing) },           // ImGuiStyleVar_ItemSpacing
3169
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) },      // ImGuiStyleVar_ItemInnerSpacing
3170
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, IndentSpacing) },         // ImGuiStyleVar_IndentSpacing
3171
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, CellPadding) },           // ImGuiStyleVar_CellPadding
3172
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) },         // ImGuiStyleVar_ScrollbarSize
3173
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) },     // ImGuiStyleVar_ScrollbarRounding
3174
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabMinSize) },           // ImGuiStyleVar_GrabMinSize
3175
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabRounding) },          // ImGuiStyleVar_GrabRounding
3176
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) },           // ImGuiStyleVar_TabRounding
3177
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) },      // ImGuiStyleVar_TabBarBorderSize
3178
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) },       // ImGuiStyleVar_ButtonTextAlign
3179
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) },   // ImGuiStyleVar_SelectableTextAlign
3180
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize) },// ImGuiStyleVar_SeparatorTextBorderSize
3181
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) },    // ImGuiStyleVar_SeparatorTextAlign
3182
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) },  // ImGuiStyleVar_SeparatorTextPadding
3183
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DockingSeparatorSize) },  // ImGuiStyleVar_DockingSeparatorSize
3184
};
3185
3186
const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
3187
0
{
3188
0
    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
3189
0
    IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
3190
0
    return &GStyleVarInfo[idx];
3191
0
}
3192
3193
void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
3194
0
{
3195
0
    ImGuiContext& g = *GImGui;
3196
0
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3197
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
3198
0
    {
3199
0
        float* pvar = (float*)var_info->GetVarPtr(&g.Style);
3200
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3201
0
        *pvar = val;
3202
0
        return;
3203
0
    }
3204
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3205
0
}
3206
3207
void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
3208
0
{
3209
0
    ImGuiContext& g = *GImGui;
3210
0
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3211
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
3212
0
    {
3213
0
        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
3214
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3215
0
        *pvar = val;
3216
0
        return;
3217
0
    }
3218
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3219
0
}
3220
3221
void ImGui::PopStyleVar(int count)
3222
0
{
3223
0
    ImGuiContext& g = *GImGui;
3224
0
    if (g.StyleVarStack.Size < count)
3225
0
    {
3226
0
        IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times: stack underflow.");
3227
0
        count = g.StyleVarStack.Size;
3228
0
    }
3229
0
    while (count > 0)
3230
0
    {
3231
        // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
3232
0
        ImGuiStyleMod& backup = g.StyleVarStack.back();
3233
0
        const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx);
3234
0
        void* data = info->GetVarPtr(&g.Style);
3235
0
        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }
3236
0
        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
3237
0
        g.StyleVarStack.pop_back();
3238
0
        count--;
3239
0
    }
3240
0
}
3241
3242
const char* ImGui::GetStyleColorName(ImGuiCol idx)
3243
0
{
3244
    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
3245
0
    switch (idx)
3246
0
    {
3247
0
    case ImGuiCol_Text: return "Text";
3248
0
    case ImGuiCol_TextDisabled: return "TextDisabled";
3249
0
    case ImGuiCol_WindowBg: return "WindowBg";
3250
0
    case ImGuiCol_ChildBg: return "ChildBg";
3251
0
    case ImGuiCol_PopupBg: return "PopupBg";
3252
0
    case ImGuiCol_Border: return "Border";
3253
0
    case ImGuiCol_BorderShadow: return "BorderShadow";
3254
0
    case ImGuiCol_FrameBg: return "FrameBg";
3255
0
    case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
3256
0
    case ImGuiCol_FrameBgActive: return "FrameBgActive";
3257
0
    case ImGuiCol_TitleBg: return "TitleBg";
3258
0
    case ImGuiCol_TitleBgActive: return "TitleBgActive";
3259
0
    case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
3260
0
    case ImGuiCol_MenuBarBg: return "MenuBarBg";
3261
0
    case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
3262
0
    case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
3263
0
    case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
3264
0
    case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
3265
0
    case ImGuiCol_CheckMark: return "CheckMark";
3266
0
    case ImGuiCol_SliderGrab: return "SliderGrab";
3267
0
    case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
3268
0
    case ImGuiCol_Button: return "Button";
3269
0
    case ImGuiCol_ButtonHovered: return "ButtonHovered";
3270
0
    case ImGuiCol_ButtonActive: return "ButtonActive";
3271
0
    case ImGuiCol_Header: return "Header";
3272
0
    case ImGuiCol_HeaderHovered: return "HeaderHovered";
3273
0
    case ImGuiCol_HeaderActive: return "HeaderActive";
3274
0
    case ImGuiCol_Separator: return "Separator";
3275
0
    case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
3276
0
    case ImGuiCol_SeparatorActive: return "SeparatorActive";
3277
0
    case ImGuiCol_ResizeGrip: return "ResizeGrip";
3278
0
    case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
3279
0
    case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
3280
0
    case ImGuiCol_Tab: return "Tab";
3281
0
    case ImGuiCol_TabHovered: return "TabHovered";
3282
0
    case ImGuiCol_TabActive: return "TabActive";
3283
0
    case ImGuiCol_TabUnfocused: return "TabUnfocused";
3284
0
    case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
3285
0
    case ImGuiCol_DockingPreview: return "DockingPreview";
3286
0
    case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg";
3287
0
    case ImGuiCol_PlotLines: return "PlotLines";
3288
0
    case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
3289
0
    case ImGuiCol_PlotHistogram: return "PlotHistogram";
3290
0
    case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
3291
0
    case ImGuiCol_TableHeaderBg: return "TableHeaderBg";
3292
0
    case ImGuiCol_TableBorderStrong: return "TableBorderStrong";
3293
0
    case ImGuiCol_TableBorderLight: return "TableBorderLight";
3294
0
    case ImGuiCol_TableRowBg: return "TableRowBg";
3295
0
    case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
3296
0
    case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
3297
0
    case ImGuiCol_DragDropTarget: return "DragDropTarget";
3298
0
    case ImGuiCol_NavHighlight: return "NavHighlight";
3299
0
    case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
3300
0
    case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
3301
0
    case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
3302
0
    }
3303
0
    IM_ASSERT(0);
3304
0
    return "Unknown";
3305
0
}
3306
3307
3308
//-----------------------------------------------------------------------------
3309
// [SECTION] RENDER HELPERS
3310
// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
3311
// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
3312
// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
3313
//-----------------------------------------------------------------------------
3314
3315
const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
3316
0
{
3317
0
    const char* text_display_end = text;
3318
0
    if (!text_end)
3319
0
        text_end = (const char*)-1;
3320
3321
0
    while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
3322
0
        text_display_end++;
3323
0
    return text_display_end;
3324
0
}
3325
3326
// Internal ImGui functions to render text
3327
// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
3328
void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
3329
0
{
3330
0
    ImGuiContext& g = *GImGui;
3331
0
    ImGuiWindow* window = g.CurrentWindow;
3332
3333
    // Hide anything after a '##' string
3334
0
    const char* text_display_end;
3335
0
    if (hide_text_after_hash)
3336
0
    {
3337
0
        text_display_end = FindRenderedTextEnd(text, text_end);
3338
0
    }
3339
0
    else
3340
0
    {
3341
0
        if (!text_end)
3342
0
            text_end = text + strlen(text); // FIXME-OPT
3343
0
        text_display_end = text_end;
3344
0
    }
3345
3346
0
    if (text != text_display_end)
3347
0
    {
3348
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
3349
0
        if (g.LogEnabled)
3350
0
            LogRenderedText(&pos, text, text_display_end);
3351
0
    }
3352
0
}
3353
3354
void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
3355
0
{
3356
0
    ImGuiContext& g = *GImGui;
3357
0
    ImGuiWindow* window = g.CurrentWindow;
3358
3359
0
    if (!text_end)
3360
0
        text_end = text + strlen(text); // FIXME-OPT
3361
3362
0
    if (text != text_end)
3363
0
    {
3364
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
3365
0
        if (g.LogEnabled)
3366
0
            LogRenderedText(&pos, text, text_end);
3367
0
    }
3368
0
}
3369
3370
// Default clip_rect uses (pos_min,pos_max)
3371
// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
3372
// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList.
3373
// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take
3374
// better advantage of the render function taking size into account for coarse clipping.
3375
void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3376
0
{
3377
    // Perform CPU side clipping for single clipped element to avoid using scissor state
3378
0
    ImVec2 pos = pos_min;
3379
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
3380
3381
0
    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
3382
0
    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
3383
0
    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
3384
0
    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
3385
0
        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
3386
3387
    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
3388
0
    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
3389
0
    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
3390
3391
    // Render
3392
0
    if (need_clipping)
3393
0
    {
3394
0
        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
3395
0
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
3396
0
    }
3397
0
    else
3398
0
    {
3399
0
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
3400
0
    }
3401
0
}
3402
3403
void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3404
0
{
3405
    // Hide anything after a '##' string
3406
0
    const char* text_display_end = FindRenderedTextEnd(text, text_end);
3407
0
    const int text_len = (int)(text_display_end - text);
3408
0
    if (text_len == 0)
3409
0
        return;
3410
3411
0
    ImGuiContext& g = *GImGui;
3412
0
    ImGuiWindow* window = g.CurrentWindow;
3413
0
    RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
3414
0
    if (g.LogEnabled)
3415
0
        LogRenderedText(&pos_min, text, text_display_end);
3416
0
}
3417
3418
// Another overly complex function until we reorganize everything into a nice all-in-one helper.
3419
// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
3420
// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
3421
void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
3422
0
{
3423
0
    ImGuiContext& g = *GImGui;
3424
0
    if (text_end_full == NULL)
3425
0
        text_end_full = FindRenderedTextEnd(text);
3426
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
3427
3428
    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));
3429
    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));
3430
    //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
3431
    // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
3432
0
    if (text_size.x > pos_max.x - pos_min.x)
3433
0
    {
3434
        // Hello wo...
3435
        // |       |   |
3436
        // min   max   ellipsis_max
3437
        //          <-> this is generally some padding value
3438
3439
0
        const ImFont* font = draw_list->_Data->Font;
3440
0
        const float font_size = draw_list->_Data->FontSize;
3441
0
        const float font_scale = font_size / font->FontSize;
3442
0
        const char* text_end_ellipsis = NULL;
3443
0
        const float ellipsis_width = font->EllipsisWidth * font_scale;
3444
3445
        // We can now claim the space between pos_max.x and ellipsis_max.x
3446
0
        const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f);
3447
0
        float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
3448
0
        if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
3449
0
        {
3450
            // Always display at least 1 character if there's no room for character + ellipsis
3451
0
            text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
3452
0
            text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
3453
0
        }
3454
0
        while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
3455
0
        {
3456
            // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
3457
0
            text_end_ellipsis--;
3458
0
            text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte
3459
0
        }
3460
3461
        // Render text, render ellipsis
3462
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
3463
0
        ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
3464
0
        if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)
3465
0
            for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)
3466
0
                font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);
3467
0
    }
3468
0
    else
3469
0
    {
3470
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
3471
0
    }
3472
3473
0
    if (g.LogEnabled)
3474
0
        LogRenderedText(&pos_min, text, text_end_full);
3475
0
}
3476
3477
// Render a rectangle shaped with optional rounding and borders
3478
void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
3479
0
{
3480
0
    ImGuiContext& g = *GImGui;
3481
0
    ImGuiWindow* window = g.CurrentWindow;
3482
0
    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
3483
0
    const float border_size = g.Style.FrameBorderSize;
3484
0
    if (border && border_size > 0.0f)
3485
0
    {
3486
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3487
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3488
0
    }
3489
0
}
3490
3491
void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
3492
0
{
3493
0
    ImGuiContext& g = *GImGui;
3494
0
    ImGuiWindow* window = g.CurrentWindow;
3495
0
    const float border_size = g.Style.FrameBorderSize;
3496
0
    if (border_size > 0.0f)
3497
0
    {
3498
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3499
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3500
0
    }
3501
0
}
3502
3503
void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
3504
0
{
3505
0
    ImGuiContext& g = *GImGui;
3506
0
    if (id != g.NavId)
3507
0
        return;
3508
0
    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
3509
0
        return;
3510
0
    ImGuiWindow* window = g.CurrentWindow;
3511
0
    if (window->DC.NavHideHighlightOneFrame)
3512
0
        return;
3513
3514
0
    float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
3515
0
    ImRect display_rect = bb;
3516
0
    display_rect.ClipWith(window->ClipRect);
3517
0
    if (flags & ImGuiNavHighlightFlags_TypeDefault)
3518
0
    {
3519
0
        const float THICKNESS = 2.0f;
3520
0
        const float DISTANCE = 3.0f + THICKNESS * 0.5f;
3521
0
        display_rect.Expand(ImVec2(DISTANCE, DISTANCE));
3522
0
        bool fully_visible = window->ClipRect.Contains(display_rect);
3523
0
        if (!fully_visible)
3524
0
            window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
3525
0
        window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS);
3526
0
        if (!fully_visible)
3527
0
            window->DrawList->PopClipRect();
3528
0
    }
3529
0
    if (flags & ImGuiNavHighlightFlags_TypeThin)
3530
0
    {
3531
0
        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f);
3532
0
    }
3533
0
}
3534
3535
void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
3536
0
{
3537
0
    ImGuiContext& g = *GImGui;
3538
0
    IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
3539
0
    ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
3540
0
    for (ImGuiViewportP* viewport : g.Viewports)
3541
0
    {
3542
        // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
3543
0
        ImVec2 offset, size, uv[4];
3544
0
        if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
3545
0
            continue;
3546
0
        const ImVec2 pos = base_pos - offset;
3547
0
        const float scale = base_scale * viewport->DpiScale;
3548
0
        if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
3549
0
            continue;
3550
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
3551
0
        ImTextureID tex_id = font_atlas->TexID;
3552
0
        draw_list->PushTextureID(tex_id);
3553
0
        draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
3554
0
        draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
3555
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[2], uv[3], col_border);
3556
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[0], uv[1], col_fill);
3557
0
        draw_list->PopTextureID();
3558
0
    }
3559
0
}
3560
3561
//-----------------------------------------------------------------------------
3562
// [SECTION] INITIALIZATION, SHUTDOWN
3563
//-----------------------------------------------------------------------------
3564
3565
// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
3566
// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
3567
ImGuiContext* ImGui::GetCurrentContext()
3568
0
{
3569
0
    return GImGui;
3570
0
}
3571
3572
void ImGui::SetCurrentContext(ImGuiContext* ctx)
3573
0
{
3574
#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
3575
    IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
3576
#else
3577
0
    GImGui = ctx;
3578
0
#endif
3579
0
}
3580
3581
void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
3582
0
{
3583
0
    GImAllocatorAllocFunc = alloc_func;
3584
0
    GImAllocatorFreeFunc = free_func;
3585
0
    GImAllocatorUserData = user_data;
3586
0
}
3587
3588
// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
3589
void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
3590
0
{
3591
0
    *p_alloc_func = GImAllocatorAllocFunc;
3592
0
    *p_free_func = GImAllocatorFreeFunc;
3593
0
    *p_user_data = GImAllocatorUserData;
3594
0
}
3595
3596
ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
3597
0
{
3598
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3599
0
    ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
3600
0
    SetCurrentContext(ctx);
3601
0
    Initialize();
3602
0
    if (prev_ctx != NULL)
3603
0
        SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.
3604
0
    return ctx;
3605
0
}
3606
3607
void ImGui::DestroyContext(ImGuiContext* ctx)
3608
0
{
3609
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3610
0
    if (ctx == NULL) //-V1051
3611
0
        ctx = prev_ctx;
3612
0
    SetCurrentContext(ctx);
3613
0
    Shutdown();
3614
0
    SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);
3615
0
    IM_DELETE(ctx);
3616
0
}
3617
3618
// IMPORTANT: ###xxx suffixes must be same in ALL languages
3619
static const ImGuiLocEntry GLocalizationEntriesEnUS[] =
3620
{
3621
    { ImGuiLocKey_VersionStr,           "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" },
3622
    { ImGuiLocKey_TableSizeOne,         "Size column to fit###SizeOne"          },
3623
    { ImGuiLocKey_TableSizeAllFit,      "Size all columns to fit###SizeAll"     },
3624
    { ImGuiLocKey_TableSizeAllDefault,  "Size all columns to default###SizeAll" },
3625
    { ImGuiLocKey_TableResetOrder,      "Reset order###ResetOrder"              },
3626
    { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)"                       },
3627
    { ImGuiLocKey_WindowingPopup,       "(Popup)"                               },
3628
    { ImGuiLocKey_WindowingUntitled,    "(Untitled)"                            },
3629
    { ImGuiLocKey_DockingHideTabBar,    "Hide tab bar###HideTabBar"             },
3630
    { ImGuiLocKey_DockingHoldShiftToDock,       "Hold SHIFT to enable Docking window."  },
3631
    { ImGuiLocKey_DockingDragToUndockOrMoveNode,"Click and drag to move or undock whole node."    },
3632
};
3633
3634
void ImGui::Initialize()
3635
0
{
3636
0
    ImGuiContext& g = *GImGui;
3637
0
    IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
3638
3639
    // Add .ini handle for ImGuiWindow and ImGuiTable types
3640
0
    {
3641
0
        ImGuiSettingsHandler ini_handler;
3642
0
        ini_handler.TypeName = "Window";
3643
0
        ini_handler.TypeHash = ImHashStr("Window");
3644
0
        ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
3645
0
        ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
3646
0
        ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
3647
0
        ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
3648
0
        ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
3649
0
        AddSettingsHandler(&ini_handler);
3650
0
    }
3651
0
    TableSettingsAddSettingsHandler();
3652
3653
    // Setup default localization table
3654
0
    LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));
3655
3656
    // Setup default platform clipboard/IME handlers.
3657
0
    g.IO.GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;    // Platform dependent default implementations
3658
0
    g.IO.SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
3659
0
    g.IO.ClipboardUserData = (void*)&g;                          // Default implementation use the ImGuiContext as user data (ideally those would be arguments to the function)
3660
0
    g.IO.SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;
3661
3662
    // Create default viewport
3663
0
    ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
3664
0
    viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
3665
0
    viewport->Idx = 0;
3666
0
    viewport->PlatformWindowCreated = true;
3667
0
    viewport->Flags = ImGuiViewportFlags_OwnedByApp;
3668
0
    g.Viewports.push_back(viewport);
3669
0
    g.TempBuffer.resize(1024 * 3 + 1, 0);
3670
0
    g.ViewportCreatedCount++;
3671
0
    g.PlatformIO.Viewports.push_back(g.Viewports[0]);
3672
3673
0
#ifdef IMGUI_HAS_DOCK
3674
    // Initialize Docking
3675
0
    DockContextInitialize(&g);
3676
0
#endif
3677
3678
0
    g.Initialized = true;
3679
0
}
3680
3681
// This function is merely here to free heap allocations.
3682
void ImGui::Shutdown()
3683
0
{
3684
    // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
3685
0
    ImGuiContext& g = *GImGui;
3686
0
    if (g.IO.Fonts && g.FontAtlasOwnedByContext)
3687
0
    {
3688
0
        g.IO.Fonts->Locked = false;
3689
0
        IM_DELETE(g.IO.Fonts);
3690
0
    }
3691
0
    g.IO.Fonts = NULL;
3692
0
    g.DrawListSharedData.TempBuffer.clear();
3693
3694
    // Cleanup of other data are conditional on actually having initialized Dear ImGui.
3695
0
    if (!g.Initialized)
3696
0
        return;
3697
3698
    // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
3699
0
    if (g.SettingsLoaded && g.IO.IniFilename != NULL)
3700
0
        SaveIniSettingsToDisk(g.IO.IniFilename);
3701
3702
    // Destroy platform windows
3703
0
    DestroyPlatformWindows();
3704
3705
    // Shutdown extensions
3706
0
    DockContextShutdown(&g);
3707
3708
0
    CallContextHooks(&g, ImGuiContextHookType_Shutdown);
3709
3710
    // Clear everything else
3711
0
    g.Windows.clear_delete();
3712
0
    g.WindowsFocusOrder.clear();
3713
0
    g.WindowsTempSortBuffer.clear();
3714
0
    g.CurrentWindow = NULL;
3715
0
    g.CurrentWindowStack.clear();
3716
0
    g.WindowsById.Clear();
3717
0
    g.NavWindow = NULL;
3718
0
    g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
3719
0
    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
3720
0
    g.MovingWindow = NULL;
3721
3722
0
    g.KeysRoutingTable.Clear();
3723
3724
0
    g.ColorStack.clear();
3725
0
    g.StyleVarStack.clear();
3726
0
    g.FontStack.clear();
3727
0
    g.OpenPopupStack.clear();
3728
0
    g.BeginPopupStack.clear();
3729
0
    g.NavTreeNodeStack.clear();
3730
3731
0
    g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL;
3732
0
    g.Viewports.clear_delete();
3733
3734
0
    g.TabBars.Clear();
3735
0
    g.CurrentTabBarStack.clear();
3736
0
    g.ShrinkWidthBuffer.clear();
3737
3738
0
    g.ClipperTempData.clear_destruct();
3739
3740
0
    g.Tables.Clear();
3741
0
    g.TablesTempData.clear_destruct();
3742
0
    g.DrawChannelsTempMergeBuffer.clear();
3743
3744
0
    g.ClipboardHandlerData.clear();
3745
0
    g.MenusIdSubmittedThisFrame.clear();
3746
0
    g.InputTextState.ClearFreeMemory();
3747
0
    g.InputTextDeactivatedState.ClearFreeMemory();
3748
3749
0
    g.SettingsWindows.clear();
3750
0
    g.SettingsHandlers.clear();
3751
3752
0
    if (g.LogFile)
3753
0
    {
3754
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
3755
0
        if (g.LogFile != stdout)
3756
0
#endif
3757
0
            ImFileClose(g.LogFile);
3758
0
        g.LogFile = NULL;
3759
0
    }
3760
0
    g.LogBuffer.clear();
3761
0
    g.DebugLogBuf.clear();
3762
0
    g.DebugLogIndex.clear();
3763
3764
0
    g.Initialized = false;
3765
0
}
3766
3767
// No specific ordering/dependency support, will see as needed
3768
ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
3769
0
{
3770
0
    ImGuiContext& g = *ctx;
3771
0
    IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
3772
0
    g.Hooks.push_back(*hook);
3773
0
    g.Hooks.back().HookId = ++g.HookIdNext;
3774
0
    return g.HookIdNext;
3775
0
}
3776
3777
// Deferred removal, avoiding issue with changing vector while iterating it
3778
void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
3779
0
{
3780
0
    ImGuiContext& g = *ctx;
3781
0
    IM_ASSERT(hook_id != 0);
3782
0
    for (ImGuiContextHook& hook : g.Hooks)
3783
0
        if (hook.HookId == hook_id)
3784
0
            hook.Type = ImGuiContextHookType_PendingRemoval_;
3785
0
}
3786
3787
// Call context hooks (used by e.g. test engine)
3788
// We assume a small number of hooks so all stored in same array
3789
void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
3790
0
{
3791
0
    ImGuiContext& g = *ctx;
3792
0
    for (ImGuiContextHook& hook : g.Hooks)
3793
0
        if (hook.Type == hook_type)
3794
0
            hook.Callback(&g, &hook);
3795
0
}
3796
3797
3798
//-----------------------------------------------------------------------------
3799
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
3800
//-----------------------------------------------------------------------------
3801
3802
// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
3803
ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL)
3804
0
{
3805
0
    memset(this, 0, sizeof(*this));
3806
0
    Ctx = ctx;
3807
0
    Name = ImStrdup(name);
3808
0
    NameBufLen = (int)strlen(name) + 1;
3809
0
    ID = ImHashStr(name);
3810
0
    IDStack.push_back(ID);
3811
0
    ViewportAllowPlatformMonitorExtend = -1;
3812
0
    ViewportPos = ImVec2(FLT_MAX, FLT_MAX);
3813
0
    MoveId = GetID("#MOVE");
3814
0
    TabId = GetID("#TAB");
3815
0
    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
3816
0
    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
3817
0
    AutoFitFramesX = AutoFitFramesY = -1;
3818
0
    AutoPosLastDirection = ImGuiDir_None;
3819
0
    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0;
3820
0
    SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
3821
0
    LastFrameActive = -1;
3822
0
    LastFrameJustFocused = -1;
3823
0
    LastTimeActive = -1.0f;
3824
0
    FontWindowScale = FontDpiScale = 1.0f;
3825
0
    SettingsOffset = -1;
3826
0
    DockOrder = -1;
3827
0
    DrawList = &DrawListInst;
3828
0
    DrawList->_Data = &Ctx->DrawListSharedData;
3829
0
    DrawList->_OwnerName = Name;
3830
0
    NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX);
3831
0
    IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass();
3832
0
}
3833
3834
ImGuiWindow::~ImGuiWindow()
3835
0
{
3836
0
    IM_ASSERT(DrawList == &DrawListInst);
3837
0
    IM_DELETE(Name);
3838
0
    ColumnsStorage.clear_destruct();
3839
0
}
3840
3841
ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
3842
0
{
3843
0
    ImGuiID seed = IDStack.back();
3844
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
3845
0
    ImGuiContext& g = *Ctx;
3846
0
    if (g.DebugHookIdInfo == id)
3847
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
3848
0
    return id;
3849
0
}
3850
3851
ImGuiID ImGuiWindow::GetID(const void* ptr)
3852
0
{
3853
0
    ImGuiID seed = IDStack.back();
3854
0
    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
3855
0
    ImGuiContext& g = *Ctx;
3856
0
    if (g.DebugHookIdInfo == id)
3857
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
3858
0
    return id;
3859
0
}
3860
3861
ImGuiID ImGuiWindow::GetID(int n)
3862
0
{
3863
0
    ImGuiID seed = IDStack.back();
3864
0
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
3865
0
    ImGuiContext& g = *Ctx;
3866
0
    if (g.DebugHookIdInfo == id)
3867
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
3868
0
    return id;
3869
0
}
3870
3871
// This is only used in rare/specific situations to manufacture an ID out of nowhere.
3872
ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
3873
0
{
3874
0
    ImGuiID seed = IDStack.back();
3875
0
    ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);
3876
0
    ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
3877
0
    return id;
3878
0
}
3879
3880
static void SetCurrentWindow(ImGuiWindow* window)
3881
0
{
3882
0
    ImGuiContext& g = *GImGui;
3883
0
    g.CurrentWindow = window;
3884
0
    g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
3885
0
    if (window)
3886
0
    {
3887
0
        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
3888
0
        ImGui::NavUpdateCurrentWindowIsScrollPushableX();
3889
0
    }
3890
0
}
3891
3892
void ImGui::GcCompactTransientMiscBuffers()
3893
0
{
3894
0
    ImGuiContext& g = *GImGui;
3895
0
    g.ItemFlagsStack.clear();
3896
0
    g.GroupStack.clear();
3897
0
    TableGcCompactSettings();
3898
0
}
3899
3900
// Free up/compact internal window buffers, we can use this when a window becomes unused.
3901
// Not freed:
3902
// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
3903
// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
3904
void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
3905
0
{
3906
0
    window->MemoryCompacted = true;
3907
0
    window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
3908
0
    window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
3909
0
    window->IDStack.clear();
3910
0
    window->DrawList->_ClearFreeMemory();
3911
0
    window->DC.ChildWindows.clear();
3912
0
    window->DC.ItemWidthStack.clear();
3913
0
    window->DC.TextWrapPosStack.clear();
3914
0
}
3915
3916
void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
3917
0
{
3918
    // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
3919
    // The other buffers tends to amortize much faster.
3920
0
    window->MemoryCompacted = false;
3921
0
    window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
3922
0
    window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
3923
0
    window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
3924
0
}
3925
3926
void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
3927
0
{
3928
0
    ImGuiContext& g = *GImGui;
3929
3930
    // Clear previous active id
3931
0
    if (g.ActiveId != 0)
3932
0
    {
3933
        // While most behaved code would make an effort to not steal active id during window move/drag operations,
3934
        // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch
3935
        // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
3936
0
        if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
3937
0
        {
3938
0
            IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
3939
0
            g.MovingWindow = NULL;
3940
0
        }
3941
3942
        // This could be written in a more general way (e.g associate a hook to ActiveId),
3943
        // but since this is currently quite an exception we'll leave it as is.
3944
        // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId()
3945
0
        if (g.InputTextState.ID == g.ActiveId)
3946
0
            InputTextDeactivateHook(g.ActiveId);
3947
0
    }
3948
3949
    // Set active id
3950
0
    g.ActiveIdIsJustActivated = (g.ActiveId != id);
3951
0
    if (g.ActiveIdIsJustActivated)
3952
0
    {
3953
0
        IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : "");
3954
0
        g.ActiveIdTimer = 0.0f;
3955
0
        g.ActiveIdHasBeenPressedBefore = false;
3956
0
        g.ActiveIdHasBeenEditedBefore = false;
3957
0
        g.ActiveIdMouseButton = -1;
3958
0
        if (id != 0)
3959
0
        {
3960
0
            g.LastActiveId = id;
3961
0
            g.LastActiveIdTimer = 0.0f;
3962
0
        }
3963
0
    }
3964
0
    g.ActiveId = id;
3965
0
    g.ActiveIdAllowOverlap = false;
3966
0
    g.ActiveIdNoClearOnFocusLoss = false;
3967
0
    g.ActiveIdWindow = window;
3968
0
    g.ActiveIdHasBeenEditedThisFrame = false;
3969
0
    if (id)
3970
0
    {
3971
0
        g.ActiveIdIsAlive = id;
3972
0
        g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;
3973
0
        IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None);
3974
0
    }
3975
3976
    // Clear declaration of inputs claimed by the widget
3977
    // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
3978
0
    g.ActiveIdUsingNavDirMask = 0x00;
3979
0
    g.ActiveIdUsingAllKeyboardKeys = false;
3980
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
3981
    g.ActiveIdUsingNavInputMask = 0x00;
3982
#endif
3983
0
}
3984
3985
void ImGui::ClearActiveID()
3986
0
{
3987
0
    SetActiveID(0, NULL); // g.ActiveId = 0;
3988
0
}
3989
3990
void ImGui::SetHoveredID(ImGuiID id)
3991
0
{
3992
0
    ImGuiContext& g = *GImGui;
3993
0
    g.HoveredId = id;
3994
0
    g.HoveredIdAllowOverlap = false;
3995
0
    if (id != 0 && g.HoveredIdPreviousFrame != id)
3996
0
        g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
3997
0
}
3998
3999
ImGuiID ImGui::GetHoveredID()
4000
0
{
4001
0
    ImGuiContext& g = *GImGui;
4002
0
    return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
4003
0
}
4004
4005
// This is called by ItemAdd().
4006
// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().
4007
void ImGui::KeepAliveID(ImGuiID id)
4008
0
{
4009
0
    ImGuiContext& g = *GImGui;
4010
0
    if (g.ActiveId == id)
4011
0
        g.ActiveIdIsAlive = id;
4012
0
    if (g.ActiveIdPreviousFrame == id)
4013
0
        g.ActiveIdPreviousFrameIsAlive = true;
4014
0
}
4015
4016
void ImGui::MarkItemEdited(ImGuiID id)
4017
0
{
4018
    // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
4019
    // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.
4020
0
    ImGuiContext& g = *GImGui;
4021
0
    if (g.LockMarkEdited > 0)
4022
0
        return;
4023
0
    if (g.ActiveId == id || g.ActiveId == 0)
4024
0
    {
4025
0
        g.ActiveIdHasBeenEditedThisFrame = true;
4026
0
        g.ActiveIdHasBeenEditedBefore = true;
4027
0
    }
4028
4029
    // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343)
4030
    // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714)
4031
0
    IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id);
4032
4033
    //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
4034
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
4035
0
}
4036
4037
bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
4038
0
{
4039
    // An active popup disable hovering on other windows (apart from its own children)
4040
    // FIXME-OPT: This could be cached/stored within the window.
4041
0
    ImGuiContext& g = *GImGui;
4042
0
    if (g.NavWindow)
4043
0
        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree)
4044
0
            if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree)
4045
0
            {
4046
                // For the purpose of those flags we differentiate "standard popup" from "modal popup"
4047
                // NB: The 'else' is important because Modal windows are also Popups.
4048
0
                bool want_inhibit = false;
4049
0
                if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
4050
0
                    want_inhibit = true;
4051
0
                else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
4052
0
                    want_inhibit = true;
4053
4054
                // Inhibit hover unless the window is within the stack of our modal/popup
4055
0
                if (want_inhibit)
4056
0
                    if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))
4057
0
                        return false;
4058
0
            }
4059
4060
    // Filter by viewport
4061
0
    if (window->Viewport != g.MouseViewport)
4062
0
        if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)
4063
0
            return false;
4064
4065
0
    return true;
4066
0
}
4067
4068
static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags)
4069
0
{
4070
0
    ImGuiContext& g = *GImGui;
4071
0
    if (flags & ImGuiHoveredFlags_DelayNormal)
4072
0
        return g.Style.HoverDelayNormal;
4073
0
    if (flags & ImGuiHoveredFlags_DelayShort)
4074
0
        return g.Style.HoverDelayShort;
4075
0
    return 0.0f;
4076
0
}
4077
4078
static ImGuiHoveredFlags ApplyHoverFlagsForTooltip(ImGuiHoveredFlags user_flags, ImGuiHoveredFlags shared_flags)
4079
0
{
4080
    // Allow instance flags to override shared flags
4081
0
    if (user_flags & (ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal))
4082
0
        shared_flags &= ~(ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal);
4083
0
    return user_flags | shared_flags;
4084
0
}
4085
4086
// This is roughly matching the behavior of internal-facing ItemHoverable()
4087
// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
4088
// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
4089
bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
4090
0
{
4091
0
    ImGuiContext& g = *GImGui;
4092
0
    ImGuiWindow* window = g.CurrentWindow;
4093
0
    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0 && "Invalid flags for IsItemHovered()!");
4094
4095
0
    if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))
4096
0
    {
4097
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4098
0
            return false;
4099
0
        if (!IsItemFocused())
4100
0
            return false;
4101
4102
0
        if (flags & ImGuiHoveredFlags_ForTooltip)
4103
0
            flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav);
4104
0
    }
4105
0
    else
4106
0
    {
4107
        // Test for bounding box overlap, as updated as ItemAdd()
4108
0
        ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
4109
0
        if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
4110
0
            return false;
4111
4112
0
        if (flags & ImGuiHoveredFlags_ForTooltip)
4113
0
            flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse);
4114
4115
0
        IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0);   // Flags not supported by this function
4116
4117
        // Done with rectangle culling so we can perform heavier checks now
4118
        // Test if we are hovering the right window (our window could be behind another window)
4119
        // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
4120
        // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
4121
        // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
4122
        // the test that has been running for a long while.
4123
0
        if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
4124
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0)
4125
0
                return false;
4126
4127
        // Test if another item is active (e.g. being dragged)
4128
0
        const ImGuiID id = g.LastItemData.ID;
4129
0
        if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
4130
0
            if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4131
0
                if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId)
4132
0
                    return false;
4133
4134
        // Test if interactions on this window are blocked by an active popup or modal.
4135
        // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
4136
0
        if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck))
4137
0
            return false;
4138
4139
        // Test if the item is disabled
4140
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4141
0
            return false;
4142
4143
        // Special handling for calling after Begin() which represent the title bar or tab.
4144
        // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin)
4145
        // will never be overwritten so we need to detect the case.
4146
0
        if (id == window->MoveId && window->WriteAccessed)
4147
0
            return false;
4148
4149
        // Test if using AllowOverlap and overlapped
4150
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap) && id != 0)
4151
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0)
4152
0
                if (g.HoveredIdPreviousFrame != g.LastItemData.ID)
4153
0
                    return false;
4154
0
    }
4155
4156
    // Handle hover delay
4157
    // (some ideas: https://www.nngroup.com/articles/timing-exposing-content)
4158
0
    const float delay = CalcDelayFromHoveredFlags(flags);
4159
0
    if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary))
4160
0
    {
4161
0
        ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect);
4162
0
        if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id))
4163
0
            g.HoverItemDelayTimer = 0.0f;
4164
0
        g.HoverItemDelayId = hover_delay_id;
4165
4166
        // When changing hovered item we requires a bit of stationary delay before activating hover timer,
4167
        // but once unlocked on a given item we also moving.
4168
        //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); }
4169
0
        if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id)
4170
0
            return false;
4171
4172
0
        if (g.HoverItemDelayTimer < delay)
4173
0
            return false;
4174
0
    }
4175
4176
0
    return true;
4177
0
}
4178
4179
// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
4180
// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call)
4181
// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28.
4182
// If you used this in your legacy/custom widgets code:
4183
// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.InFlags'.
4184
// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable.
4185
bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags)
4186
0
{
4187
0
    ImGuiContext& g = *GImGui;
4188
0
    ImGuiWindow* window = g.CurrentWindow;
4189
0
    if (g.HoveredWindow != window)
4190
0
        return false;
4191
0
    if (!IsMouseHoveringRect(bb.Min, bb.Max))
4192
0
        return false;
4193
4194
0
    if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
4195
0
        return false;
4196
0
    if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4197
0
        return false;
4198
4199
    // Done with rectangle culling so we can perform heavier checks now.
4200
0
    if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
4201
0
    {
4202
0
        g.HoveredIdDisabled = true;
4203
0
        return false;
4204
0
    }
4205
4206
    // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
4207
    // hover test in widgets code. We could also decide to split this function is two.
4208
0
    if (id != 0)
4209
0
    {
4210
        // Drag source doesn't report as hovered
4211
0
        if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))
4212
0
            return false;
4213
4214
0
        SetHoveredID(id);
4215
4216
        // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match.
4217
        // This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test.
4218
0
        if (item_flags & ImGuiItemFlags_AllowOverlap)
4219
0
        {
4220
0
            g.HoveredIdAllowOverlap = true;
4221
0
            if (g.HoveredIdPreviousFrame != id)
4222
0
                return false;
4223
0
        }
4224
0
    }
4225
4226
    // When disabled we'll return false but still set HoveredId
4227
0
    if (item_flags & ImGuiItemFlags_Disabled)
4228
0
    {
4229
        // Release active id if turning disabled
4230
0
        if (g.ActiveId == id && id != 0)
4231
0
            ClearActiveID();
4232
0
        g.HoveredIdDisabled = true;
4233
0
        return false;
4234
0
    }
4235
4236
0
    if (id != 0)
4237
0
    {
4238
        // [DEBUG] Item Picker tool!
4239
        // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making
4240
        // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered
4241
        // items if we performed the test in ItemAdd(), but that would incur a small runtime cost.
4242
0
        if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
4243
0
            GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
4244
0
        if (g.DebugItemPickerBreakId == id)
4245
0
            IM_DEBUG_BREAK();
4246
0
    }
4247
4248
0
    if (g.NavDisableMouseHover)
4249
0
        return false;
4250
4251
0
    return true;
4252
0
}
4253
4254
// FIXME: This is inlined/duplicated in ItemAdd()
4255
bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
4256
0
{
4257
0
    ImGuiContext& g = *GImGui;
4258
0
    ImGuiWindow* window = g.CurrentWindow;
4259
0
    if (!bb.Overlaps(window->ClipRect))
4260
0
        if (id == 0 || (id != g.ActiveId && id != g.NavId))
4261
0
            if (!g.LogEnabled)
4262
0
                return true;
4263
0
    return false;
4264
0
}
4265
4266
// This is also inlined in ItemAdd()
4267
// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect.
4268
void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
4269
0
{
4270
0
    ImGuiContext& g = *GImGui;
4271
0
    g.LastItemData.ID = item_id;
4272
0
    g.LastItemData.InFlags = in_flags;
4273
0
    g.LastItemData.StatusFlags = item_flags;
4274
0
    g.LastItemData.Rect = g.LastItemData.NavRect = item_rect;
4275
0
}
4276
4277
float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
4278
0
{
4279
0
    if (wrap_pos_x < 0.0f)
4280
0
        return 0.0f;
4281
4282
0
    ImGuiContext& g = *GImGui;
4283
0
    ImGuiWindow* window = g.CurrentWindow;
4284
0
    if (wrap_pos_x == 0.0f)
4285
0
    {
4286
        // We could decide to setup a default wrapping max point for auto-resizing windows,
4287
        // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
4288
        //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
4289
        //    wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
4290
        //else
4291
0
        wrap_pos_x = window->WorkRect.Max.x;
4292
0
    }
4293
0
    else if (wrap_pos_x > 0.0f)
4294
0
    {
4295
0
        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
4296
0
    }
4297
4298
0
    return ImMax(wrap_pos_x - pos.x, 1.0f);
4299
0
}
4300
4301
// IM_ALLOC() == ImGui::MemAlloc()
4302
void* ImGui::MemAlloc(size_t size)
4303
0
{
4304
0
    void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
4305
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4306
0
    if (ImGuiContext* ctx = GImGui)
4307
0
        DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size);
4308
0
#endif
4309
0
    return ptr;
4310
0
}
4311
4312
// IM_FREE() == ImGui::MemFree()
4313
void ImGui::MemFree(void* ptr)
4314
0
{
4315
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4316
0
    if (ptr != NULL)
4317
0
        if (ImGuiContext* ctx = GImGui)
4318
0
            DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1);
4319
0
#endif
4320
0
    return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
4321
0
}
4322
4323
// We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames"
4324
void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size)
4325
0
{
4326
0
    ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx];
4327
0
    IM_UNUSED(ptr);
4328
0
    if (entry->FrameCount != frame_count)
4329
0
    {
4330
0
        info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_ARRAYSIZE(info->LastEntriesBuf);
4331
0
        entry = &info->LastEntriesBuf[info->LastEntriesIdx];
4332
0
        entry->FrameCount = frame_count;
4333
0
        entry->AllocCount = entry->FreeCount = 0;
4334
0
    }
4335
0
    if (size != (size_t)-1)
4336
0
    {
4337
0
        entry->AllocCount++;
4338
0
        info->TotalAllocCount++;
4339
        //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, size, ptr);
4340
0
    }
4341
0
    else
4342
0
    {
4343
0
        entry->FreeCount++;
4344
0
        info->TotalFreeCount++;
4345
        //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr);
4346
0
    }
4347
0
}
4348
4349
const char* ImGui::GetClipboardText()
4350
0
{
4351
0
    ImGuiContext& g = *GImGui;
4352
0
    return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";
4353
0
}
4354
4355
void ImGui::SetClipboardText(const char* text)
4356
0
{
4357
0
    ImGuiContext& g = *GImGui;
4358
0
    if (g.IO.SetClipboardTextFn)
4359
0
        g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);
4360
0
}
4361
4362
const char* ImGui::GetVersion()
4363
0
{
4364
0
    return IMGUI_VERSION;
4365
0
}
4366
4367
ImGuiIO& ImGui::GetIO()
4368
0
{
4369
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4370
0
    return GImGui->IO;
4371
0
}
4372
4373
ImGuiPlatformIO& ImGui::GetPlatformIO()
4374
0
{
4375
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
4376
0
    return GImGui->PlatformIO;
4377
0
}
4378
4379
// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
4380
ImDrawData* ImGui::GetDrawData()
4381
0
{
4382
0
    ImGuiContext& g = *GImGui;
4383
0
    ImGuiViewportP* viewport = g.Viewports[0];
4384
0
    return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;
4385
0
}
4386
4387
double ImGui::GetTime()
4388
0
{
4389
0
    return GImGui->Time;
4390
0
}
4391
4392
int ImGui::GetFrameCount()
4393
0
{
4394
0
    return GImGui->FrameCount;
4395
0
}
4396
4397
static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
4398
0
{
4399
    // Create the draw list on demand, because they are not frequently used for all viewports
4400
0
    ImGuiContext& g = *GImGui;
4401
0
    IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists));
4402
0
    ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no];
4403
0
    if (draw_list == NULL)
4404
0
    {
4405
0
        draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
4406
0
        draw_list->_OwnerName = drawlist_name;
4407
0
        viewport->BgFgDrawLists[drawlist_no] = draw_list;
4408
0
    }
4409
4410
    // Our ImDrawList system requires that there is always a command
4411
0
    if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount)
4412
0
    {
4413
0
        draw_list->_ResetForNewFrame();
4414
0
        draw_list->PushTextureID(g.IO.Fonts->TexID);
4415
0
        draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
4416
0
        viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount;
4417
0
    }
4418
0
    return draw_list;
4419
0
}
4420
4421
ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
4422
0
{
4423
0
    return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background");
4424
0
}
4425
4426
ImDrawList* ImGui::GetBackgroundDrawList()
4427
0
{
4428
0
    ImGuiContext& g = *GImGui;
4429
0
    return GetBackgroundDrawList(g.CurrentWindow->Viewport);
4430
0
}
4431
4432
ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
4433
0
{
4434
0
    return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
4435
0
}
4436
4437
ImDrawList* ImGui::GetForegroundDrawList()
4438
0
{
4439
0
    ImGuiContext& g = *GImGui;
4440
0
    return GetForegroundDrawList(g.CurrentWindow->Viewport);
4441
0
}
4442
4443
ImDrawListSharedData* ImGui::GetDrawListSharedData()
4444
0
{
4445
0
    return &GImGui->DrawListSharedData;
4446
0
}
4447
4448
void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
4449
0
{
4450
    // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
4451
    // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
4452
    // This is because we want ActiveId to be set even when the window is not permitted to move.
4453
0
    ImGuiContext& g = *GImGui;
4454
0
    FocusWindow(window);
4455
0
    SetActiveID(window->MoveId, window);
4456
0
    g.NavDisableHighlight = true;
4457
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos;
4458
0
    g.ActiveIdNoClearOnFocusLoss = true;
4459
0
    SetActiveIdUsingAllKeyboardKeys();
4460
4461
0
    bool can_move_window = true;
4462
0
    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove))
4463
0
        can_move_window = false;
4464
0
    if (ImGuiDockNode* node = window->DockNodeAsHost)
4465
0
        if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove))
4466
0
            can_move_window = false;
4467
0
    if (can_move_window)
4468
0
        g.MovingWindow = window;
4469
0
}
4470
4471
// We use 'undock == false' when dragging from title bar to allow moving groups of floating nodes without undocking them.
4472
void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock)
4473
0
{
4474
0
    ImGuiContext& g = *GImGui;
4475
0
    bool can_undock_node = false;
4476
0
    if (undock && node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0)
4477
0
    {
4478
        // Can undock if:
4479
        // - part of a hierarchy with more than one visible node (if only one is visible, we'll just move the root window)
4480
        // - part of a dockspace node hierarchy: so we can undock the last single visible node too (trivia: undocking from a fixed/central node will create a new node and copy windows)
4481
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
4482
0
        if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL)   // -V1051 PVS-Studio thinks node should be root_node and is wrong about that.
4483
0
            can_undock_node = true;
4484
0
    }
4485
4486
0
    const bool clicked = IsMouseClicked(0);
4487
0
    const bool dragging = IsMouseDragging(0);
4488
0
    if (can_undock_node && dragging)
4489
0
        DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame
4490
0
    else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window)
4491
0
        StartMouseMovingWindow(window);
4492
0
}
4493
4494
// Handle mouse moving window
4495
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
4496
// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
4497
// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
4498
// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
4499
void ImGui::UpdateMouseMovingWindowNewFrame()
4500
0
{
4501
0
    ImGuiContext& g = *GImGui;
4502
0
    if (g.MovingWindow != NULL)
4503
0
    {
4504
        // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
4505
        // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
4506
0
        KeepAliveID(g.ActiveId);
4507
0
        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree);
4508
0
        ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
4509
4510
        // When a window stop being submitted while being dragged, it may will its viewport until next Begin()
4511
0
        const bool window_disappared = (!moving_window->WasActive && !moving_window->Active);
4512
0
        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
4513
0
        {
4514
0
            ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
4515
0
            if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
4516
0
            {
4517
0
                SetWindowPos(moving_window, pos, ImGuiCond_Always);
4518
0
                if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
4519
0
                {
4520
0
                    moving_window->Viewport->Pos = pos;
4521
0
                    moving_window->Viewport->UpdateWorkRect();
4522
0
                }
4523
0
            }
4524
0
            FocusWindow(g.MovingWindow);
4525
0
        }
4526
0
        else
4527
0
        {
4528
0
            if (!window_disappared)
4529
0
            {
4530
                // Try to merge the window back into the main viewport.
4531
                // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
4532
0
                if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
4533
0
                    UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
4534
4535
                // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
4536
0
                if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted())
4537
0
                    g.MouseViewport = moving_window->Viewport;
4538
4539
                // Clear the NoInput window flag set by the Viewport system
4540
0
                if (moving_window->Viewport)
4541
0
                    moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs;
4542
0
            }
4543
4544
0
            g.MovingWindow = NULL;
4545
0
            ClearActiveID();
4546
0
        }
4547
0
    }
4548
0
    else
4549
0
    {
4550
        // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
4551
0
        if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
4552
0
        {
4553
0
            KeepAliveID(g.ActiveId);
4554
0
            if (!g.IO.MouseDown[0])
4555
0
                ClearActiveID();
4556
0
        }
4557
0
    }
4558
0
}
4559
4560
// Initiate moving window when clicking on empty space or title bar.
4561
// Handle left-click and right-click focus.
4562
void ImGui::UpdateMouseMovingWindowEndFrame()
4563
0
{
4564
0
    ImGuiContext& g = *GImGui;
4565
0
    if (g.ActiveId != 0 || g.HoveredId != 0)
4566
0
        return;
4567
4568
    // Unless we just made a window/popup appear
4569
0
    if (g.NavWindow && g.NavWindow->Appearing)
4570
0
        return;
4571
4572
    // Click on empty space to focus window and start moving
4573
    // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!)
4574
0
    if (g.IO.MouseClicked[0])
4575
0
    {
4576
        // Handle the edge case of a popup being closed while clicking in its empty space.
4577
        // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
4578
0
        ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
4579
0
        const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
4580
4581
0
        if (root_window != NULL && !is_closed_popup)
4582
0
        {
4583
0
            StartMouseMovingWindow(g.HoveredWindow); //-V595
4584
4585
            // Cancel moving if clicked outside of title bar
4586
0
            if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
4587
0
                if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive)
4588
0
                    if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
4589
0
                        g.MovingWindow = NULL;
4590
4591
            // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
4592
0
            if (g.HoveredIdDisabled)
4593
0
                g.MovingWindow = NULL;
4594
0
        }
4595
0
        else if (root_window == NULL && g.NavWindow != NULL)
4596
0
        {
4597
            // Clicking on void disable focus
4598
0
            FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal);
4599
0
        }
4600
0
    }
4601
4602
    // With right mouse button we close popups without changing focus based on where the mouse is aimed
4603
    // Instead, focus will be restored to the window under the bottom-most closed popup.
4604
    // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
4605
0
    if (g.IO.MouseClicked[1])
4606
0
    {
4607
        // Find the top-most window between HoveredWindow and the top-most Modal Window.
4608
        // This is where we can trim the popup stack.
4609
0
        ImGuiWindow* modal = GetTopMostPopupModal();
4610
0
        bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));
4611
0
        ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
4612
0
    }
4613
0
}
4614
4615
// This is called during NewFrame()->UpdateViewportsNewFrame() only.
4616
// Need to keep in sync with SetWindowPos()
4617
static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta)
4618
0
{
4619
0
    window->Pos += delta;
4620
0
    window->ClipRect.Translate(delta);
4621
0
    window->OuterRectClipped.Translate(delta);
4622
0
    window->InnerRect.Translate(delta);
4623
0
    window->DC.CursorPos += delta;
4624
0
    window->DC.CursorStartPos += delta;
4625
0
    window->DC.CursorMaxPos += delta;
4626
0
    window->DC.IdealMaxPos += delta;
4627
0
}
4628
4629
static void ScaleWindow(ImGuiWindow* window, float scale)
4630
0
{
4631
0
    ImVec2 origin = window->Viewport->Pos;
4632
0
    window->Pos = ImFloor((window->Pos - origin) * scale + origin);
4633
0
    window->Size = ImTrunc(window->Size * scale);
4634
0
    window->SizeFull = ImTrunc(window->SizeFull * scale);
4635
0
    window->ContentSize = ImTrunc(window->ContentSize * scale);
4636
0
}
4637
4638
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
4639
0
{
4640
0
    return (window->Active) && (!window->Hidden);
4641
0
}
4642
4643
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
4644
void ImGui::UpdateHoveredWindowAndCaptureFlags()
4645
0
{
4646
0
    ImGuiContext& g = *GImGui;
4647
0
    ImGuiIO& io = g.IO;
4648
0
    g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));
4649
4650
    // Find the window hovered by mouse:
4651
    // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
4652
    // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
4653
    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
4654
0
    bool clear_hovered_windows = false;
4655
0
    FindHoveredWindow();
4656
0
    IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
4657
4658
    // Modal windows prevents mouse from hovering behind them.
4659
0
    ImGuiWindow* modal_window = GetTopMostPopupModal();
4660
0
    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ?
4661
0
        clear_hovered_windows = true;
4662
4663
    // Disabled mouse?
4664
0
    if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
4665
0
        clear_hovered_windows = true;
4666
4667
    // We track click ownership. When clicked outside of a window the click is owned by the application and
4668
    // won't report hovering nor request capture even while dragging over our windows afterward.
4669
0
    const bool has_open_popup = (g.OpenPopupStack.Size > 0);
4670
0
    const bool has_open_modal = (modal_window != NULL);
4671
0
    int mouse_earliest_down = -1;
4672
0
    bool mouse_any_down = false;
4673
0
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
4674
0
    {
4675
0
        if (io.MouseClicked[i])
4676
0
        {
4677
0
            io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;
4678
0
            io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;
4679
0
        }
4680
0
        mouse_any_down |= io.MouseDown[i];
4681
0
        if (io.MouseDown[i])
4682
0
            if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])
4683
0
                mouse_earliest_down = i;
4684
0
    }
4685
0
    const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];
4686
0
    const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];
4687
4688
    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
4689
    // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
4690
0
    const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
4691
0
    if (!mouse_avail && !mouse_dragging_extern_payload)
4692
0
        clear_hovered_windows = true;
4693
4694
0
    if (clear_hovered_windows)
4695
0
        g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
4696
4697
    // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)
4698
    // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag
4699
0
    if (g.WantCaptureMouseNextFrame != -1)
4700
0
    {
4701
0
        io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);
4702
0
    }
4703
0
    else
4704
0
    {
4705
0
        io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;
4706
0
        io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;
4707
0
    }
4708
4709
    // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)
4710
0
    io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
4711
0
    if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
4712
0
        io.WantCaptureKeyboard = true;
4713
0
    if (g.WantCaptureKeyboardNextFrame != -1) // Manual override
4714
0
        io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
4715
4716
    // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
4717
0
    io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
4718
0
}
4719
4720
void ImGui::NewFrame()
4721
0
{
4722
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4723
0
    ImGuiContext& g = *GImGui;
4724
4725
    // Remove pending delete hooks before frame start.
4726
    // This deferred removal avoid issues of removal while iterating the hook vector
4727
0
    for (int n = g.Hooks.Size - 1; n >= 0; n--)
4728
0
        if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)
4729
0
            g.Hooks.erase(&g.Hooks[n]);
4730
4731
0
    CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
4732
4733
    // Check and assert for various common IO and Configuration mistakes
4734
0
    g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
4735
0
    ErrorCheckNewFrameSanityChecks();
4736
0
    g.ConfigFlagsCurrFrame = g.IO.ConfigFlags;
4737
4738
    // Load settings on first frame, save settings when modified (after a delay)
4739
0
    UpdateSettings();
4740
4741
0
    g.Time += g.IO.DeltaTime;
4742
0
    g.WithinFrameScope = true;
4743
0
    g.FrameCount += 1;
4744
0
    g.TooltipOverrideCount = 0;
4745
0
    g.WindowsActiveCount = 0;
4746
0
    g.MenusIdSubmittedThisFrame.resize(0);
4747
4748
    // Calculate frame-rate for the user, as a purely luxurious feature
4749
0
    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
4750
0
    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
4751
0
    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
4752
0
    g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
4753
0
    g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
4754
4755
    // Process input queue (trickle as many events as possible), turn events into writes to IO structure
4756
0
    g.InputEventsTrail.resize(0);
4757
0
    UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
4758
4759
    // Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
4760
0
    UpdateViewportsNewFrame();
4761
4762
    // Setup current font and draw list shared data
4763
    // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
4764
0
    g.IO.Fonts->Locked = true;
4765
0
    SetCurrentFont(GetDefaultFont());
4766
0
    IM_ASSERT(g.Font->IsLoaded());
4767
0
    ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
4768
0
    for (ImGuiViewportP* viewport : g.Viewports)
4769
0
        virtual_space.Add(viewport->GetMainRect());
4770
0
    g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
4771
0
    g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
4772
0
    g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
4773
0
    g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
4774
0
    if (g.Style.AntiAliasedLines)
4775
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
4776
0
    if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))
4777
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
4778
0
    if (g.Style.AntiAliasedFill)
4779
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
4780
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
4781
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
4782
4783
    // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
4784
0
    for (ImGuiViewportP* viewport : g.Viewports)
4785
0
    {
4786
0
        viewport->DrawData = NULL;
4787
0
        viewport->DrawDataP.Valid = false;
4788
0
    }
4789
4790
    // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
4791
0
    if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
4792
0
        KeepAliveID(g.DragDropPayload.SourceId);
4793
4794
    // Update HoveredId data
4795
0
    if (!g.HoveredIdPreviousFrame)
4796
0
        g.HoveredIdTimer = 0.0f;
4797
0
    if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
4798
0
        g.HoveredIdNotActiveTimer = 0.0f;
4799
0
    if (g.HoveredId)
4800
0
        g.HoveredIdTimer += g.IO.DeltaTime;
4801
0
    if (g.HoveredId && g.ActiveId != g.HoveredId)
4802
0
        g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
4803
0
    g.HoveredIdPreviousFrame = g.HoveredId;
4804
0
    g.HoveredId = 0;
4805
0
    g.HoveredIdAllowOverlap = false;
4806
0
    g.HoveredIdDisabled = false;
4807
4808
    // Clear ActiveID if the item is not alive anymore.
4809
    // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().
4810
    // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.
4811
0
    if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)
4812
0
    {
4813
0
        IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");
4814
0
        ClearActiveID();
4815
0
    }
4816
4817
    // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
4818
0
    if (g.ActiveId)
4819
0
        g.ActiveIdTimer += g.IO.DeltaTime;
4820
0
    g.LastActiveIdTimer += g.IO.DeltaTime;
4821
0
    g.ActiveIdPreviousFrame = g.ActiveId;
4822
0
    g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
4823
0
    g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
4824
0
    g.ActiveIdIsAlive = 0;
4825
0
    g.ActiveIdHasBeenEditedThisFrame = false;
4826
0
    g.ActiveIdPreviousFrameIsAlive = false;
4827
0
    g.ActiveIdIsJustActivated = false;
4828
0
    if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
4829
0
        g.TempInputId = 0;
4830
0
    if (g.ActiveId == 0)
4831
0
    {
4832
0
        g.ActiveIdUsingNavDirMask = 0x00;
4833
0
        g.ActiveIdUsingAllKeyboardKeys = false;
4834
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4835
        g.ActiveIdUsingNavInputMask = 0x00;
4836
#endif
4837
0
    }
4838
4839
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4840
    if (g.ActiveId == 0)
4841
        g.ActiveIdUsingNavInputMask = 0;
4842
    else if (g.ActiveIdUsingNavInputMask != 0)
4843
    {
4844
        // If your custom widget code used:                 { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }
4845
        // Since IMGUI_VERSION_NUM >= 18804 it should be:   { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); }
4846
        if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))
4847
            SetKeyOwner(ImGuiKey_Escape, g.ActiveId);
4848
        if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))
4849
            IM_ASSERT(0); // Other values unsupported
4850
    }
4851
#endif
4852
4853
    // Record when we have been stationary as this state is preserved while over same item.
4854
    // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values.
4855
    // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function.
4856
0
    if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
4857
0
        g.HoverItemUnlockedStationaryId = g.HoverItemDelayId;
4858
0
    else if (g.HoverItemDelayId == 0)
4859
0
        g.HoverItemUnlockedStationaryId = 0;
4860
0
    if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
4861
0
        g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID;
4862
0
    else if (g.HoveredWindow == NULL)
4863
0
        g.HoverWindowUnlockedStationaryId = 0;
4864
4865
    // Update hover delay for IsItemHovered() with delays and tooltips
4866
0
    g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId;
4867
0
    if (g.HoverItemDelayId != 0)
4868
0
    {
4869
0
        g.HoverItemDelayTimer += g.IO.DeltaTime;
4870
0
        g.HoverItemDelayClearTimer = 0.0f;
4871
0
        g.HoverItemDelayId = 0;
4872
0
    }
4873
0
    else if (g.HoverItemDelayTimer > 0.0f)
4874
0
    {
4875
        // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
4876
        // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle.
4877
0
        g.HoverItemDelayClearTimer += g.IO.DeltaTime;
4878
0
        if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate
4879
0
            g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
4880
0
    }
4881
4882
    // Drag and drop
4883
0
    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
4884
0
    g.DragDropAcceptIdCurr = 0;
4885
0
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
4886
0
    g.DragDropWithinSource = false;
4887
0
    g.DragDropWithinTarget = false;
4888
0
    g.DragDropHoldJustPressedId = 0;
4889
4890
    // Close popups on focus lost (currently wip/opt-in)
4891
    //if (g.IO.AppFocusLost)
4892
    //    ClosePopupsExceptModals();
4893
4894
    // Update keyboard input state
4895
0
    UpdateKeyboardInputs();
4896
4897
    //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
4898
    //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
4899
    //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
4900
    //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
4901
4902
    // Update gamepad/keyboard navigation
4903
0
    NavUpdate();
4904
4905
    // Update mouse input state
4906
0
    UpdateMouseInputs();
4907
4908
    // Undocking
4909
    // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame)
4910
0
    DockContextNewFrameUpdateUndocking(&g);
4911
4912
    // Find hovered window
4913
    // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
4914
0
    UpdateHoveredWindowAndCaptureFlags();
4915
4916
    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
4917
0
    UpdateMouseMovingWindowNewFrame();
4918
4919
    // Background darkening/whitening
4920
0
    if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
4921
0
        g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
4922
0
    else
4923
0
        g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
4924
4925
0
    g.MouseCursor = ImGuiMouseCursor_Arrow;
4926
0
    g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
4927
4928
    // Platform IME data: reset for the frame
4929
0
    g.PlatformImeDataPrev = g.PlatformImeData;
4930
0
    g.PlatformImeData.WantVisible = false;
4931
4932
    // Mouse wheel scrolling, scale
4933
0
    UpdateMouseWheel();
4934
4935
    // Mark all windows as not visible and compact unused memory.
4936
0
    IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
4937
0
    const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
4938
0
    for (ImGuiWindow* window : g.Windows)
4939
0
    {
4940
0
        window->WasActive = window->Active;
4941
0
        window->Active = false;
4942
0
        window->WriteAccessed = false;
4943
0
        window->BeginCountPreviousFrame = window->BeginCount;
4944
0
        window->BeginCount = 0;
4945
4946
        // Garbage collect transient buffers of recently unused windows
4947
0
        if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
4948
0
            GcCompactTransientWindowBuffers(window);
4949
0
    }
4950
4951
    // Garbage collect transient buffers of recently unused tables
4952
0
    for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
4953
0
        if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
4954
0
            TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
4955
0
    for (ImGuiTableTempData& table_temp_data : g.TablesTempData)
4956
0
        if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time)
4957
0
            TableGcCompactTransientBuffers(&table_temp_data);
4958
0
    if (g.GcCompactAll)
4959
0
        GcCompactTransientMiscBuffers();
4960
0
    g.GcCompactAll = false;
4961
4962
    // Closing the focused window restore focus to the first active root window in descending z-order
4963
0
    if (g.NavWindow && !g.NavWindow->WasActive)
4964
0
        FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild);
4965
4966
    // No window should be open at the beginning of the frame.
4967
    // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
4968
0
    g.CurrentWindowStack.resize(0);
4969
0
    g.BeginPopupStack.resize(0);
4970
0
    g.ItemFlagsStack.resize(0);
4971
0
    g.ItemFlagsStack.push_back(ImGuiItemFlags_None);
4972
0
    g.GroupStack.resize(0);
4973
4974
    // Docking
4975
0
    DockContextNewFrameUpdateDocking(&g);
4976
4977
    // [DEBUG] Update debug features
4978
0
    UpdateDebugToolItemPicker();
4979
0
    UpdateDebugToolStackQueries();
4980
0
    UpdateDebugToolFlashStyleColor();
4981
0
    if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)
4982
0
        g.DebugLocateId = 0;
4983
0
    if (g.DebugLogClipperAutoDisableFrames > 0 && --g.DebugLogClipperAutoDisableFrames == 0)
4984
0
    {
4985
0
        DebugLog("(Auto-disabled ImGuiDebugLogFlags_EventClipper to avoid spamming)\n");
4986
0
        g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper;
4987
0
    }
4988
4989
    // Create implicit/fallback window - which we will only render it if the user has added something to it.
4990
    // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
4991
    // This fallback is particularly important as it prevents ImGui:: calls from crashing.
4992
0
    g.WithinFrameScopeWithImplicitWindow = true;
4993
0
    SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
4994
0
    Begin("Debug##Default");
4995
0
    IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
4996
4997
    // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack,
4998
    // allowing to validate correct Begin/End behavior in user code.
4999
0
    if (g.IO.ConfigDebugBeginReturnValueLoop)
5000
0
        g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10);
5001
0
    else
5002
0
        g.DebugBeginReturnValueCullDepth = -1;
5003
5004
0
    CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
5005
0
}
5006
5007
// FIXME: Add a more explicit sort order in the window structure.
5008
static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
5009
0
{
5010
0
    const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
5011
0
    const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
5012
0
    if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
5013
0
        return d;
5014
0
    if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
5015
0
        return d;
5016
0
    return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
5017
0
}
5018
5019
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
5020
0
{
5021
0
    out_sorted_windows->push_back(window);
5022
0
    if (window->Active)
5023
0
    {
5024
0
        int count = window->DC.ChildWindows.Size;
5025
0
        ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
5026
0
        for (int i = 0; i < count; i++)
5027
0
        {
5028
0
            ImGuiWindow* child = window->DC.ChildWindows[i];
5029
0
            if (child->Active)
5030
0
                AddWindowToSortBuffer(out_sorted_windows, child);
5031
0
        }
5032
0
    }
5033
0
}
5034
5035
static void AddWindowToDrawData(ImGuiWindow* window, int layer)
5036
0
{
5037
0
    ImGuiContext& g = *GImGui;
5038
0
    ImGuiViewportP* viewport = window->Viewport;
5039
0
    IM_ASSERT(viewport != NULL);
5040
0
    g.IO.MetricsRenderWindows++;
5041
0
    if (window->DrawList->_Splitter._Count > 1)
5042
0
        window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows.
5043
0
    ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList);
5044
0
    for (ImGuiWindow* child : window->DC.ChildWindows)
5045
0
        if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
5046
0
            AddWindowToDrawData(child, layer);
5047
0
}
5048
5049
static inline int GetWindowDisplayLayer(ImGuiWindow* window)
5050
0
{
5051
0
    return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
5052
0
}
5053
5054
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
5055
static inline void AddRootWindowToDrawData(ImGuiWindow* window)
5056
0
{
5057
0
    AddWindowToDrawData(window, GetWindowDisplayLayer(window));
5058
0
}
5059
5060
static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder)
5061
0
{
5062
0
    int n = builder->Layers[0]->Size;
5063
0
    int full_size = n;
5064
0
    for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++)
5065
0
        full_size += builder->Layers[i]->Size;
5066
0
    builder->Layers[0]->resize(full_size);
5067
0
    for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++)
5068
0
    {
5069
0
        ImVector<ImDrawList*>* layer = builder->Layers[layer_n];
5070
0
        if (layer->empty())
5071
0
            continue;
5072
0
        memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*));
5073
0
        n += layer->Size;
5074
0
        layer->resize(0);
5075
0
    }
5076
0
}
5077
5078
static void InitViewportDrawData(ImGuiViewportP* viewport)
5079
0
{
5080
0
    ImGuiIO& io = ImGui::GetIO();
5081
0
    ImDrawData* draw_data = &viewport->DrawDataP;
5082
5083
0
    viewport->DrawData = draw_data; // Make publicly accessible
5084
0
    viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists;
5085
0
    viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1;
5086
0
    viewport->DrawDataBuilder.Layers[0]->resize(0);
5087
0
    viewport->DrawDataBuilder.Layers[1]->resize(0);
5088
5089
    // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode,
5090
    // and to allow applications/backends to easily skip rendering.
5091
    // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure.
5092
    // This is because the work has been done already, and its wasted! We should fix that and add optimizations for
5093
    // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline.
5094
0
    const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0;
5095
5096
0
    draw_data->Valid = true;
5097
0
    draw_data->CmdListsCount = 0;
5098
0
    draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
5099
0
    draw_data->DisplayPos = viewport->Pos;
5100
0
    draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size;
5101
0
    draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis?
5102
0
    draw_data->OwnerViewport = viewport;
5103
0
}
5104
5105
// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
5106
// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
5107
//   so that e.g. (int)(max.x-min.x) in user's render produce correct result.
5108
// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
5109
//   some frequently called functions which to modify both channels and clipping simultaneously tend to use the
5110
//   more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
5111
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
5112
0
{
5113
0
    ImGuiWindow* window = GetCurrentWindow();
5114
0
    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
5115
0
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5116
0
}
5117
5118
void ImGui::PopClipRect()
5119
0
{
5120
0
    ImGuiWindow* window = GetCurrentWindow();
5121
0
    window->DrawList->PopClipRect();
5122
0
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5123
0
}
5124
5125
static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window)
5126
0
{
5127
0
    for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--)
5128
0
        if (IsWindowActiveAndVisible(window->DC.ChildWindows[n]))
5129
0
            return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]);
5130
0
    return window;
5131
0
}
5132
5133
static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
5134
0
{
5135
0
    if ((col & IM_COL32_A_MASK) == 0)
5136
0
        return;
5137
5138
0
    ImGuiViewportP* viewport = window->Viewport;
5139
0
    ImRect viewport_rect = viewport->GetMainRect();
5140
5141
    // Draw behind window by moving the draw command at the FRONT of the draw list
5142
0
    {
5143
        // Draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
5144
        // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.
5145
0
        ImDrawList* draw_list = window->RootWindowDockTree->DrawList;
5146
0
        draw_list->ChannelsMerge();
5147
0
        if (draw_list->CmdBuffer.Size == 0)
5148
0
            draw_list->AddDrawCmd();
5149
0
        draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that)
5150
0
        draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
5151
0
        ImDrawCmd cmd = draw_list->CmdBuffer.back();
5152
0
        IM_ASSERT(cmd.ElemCount == 6);
5153
0
        draw_list->CmdBuffer.pop_back();
5154
0
        draw_list->CmdBuffer.push_front(cmd);
5155
0
        draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.
5156
0
        draw_list->PopClipRect();
5157
0
    }
5158
5159
    // Draw over sibling docking nodes in a same docking tree
5160
0
    if (window->RootWindow->DockIsActive)
5161
0
    {
5162
0
        ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList;
5163
0
        draw_list->ChannelsMerge();
5164
0
        if (draw_list->CmdBuffer.Size == 0)
5165
0
            draw_list->AddDrawCmd();
5166
0
        draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false);
5167
0
        RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding);
5168
0
        draw_list->PopClipRect();
5169
0
    }
5170
0
}
5171
5172
ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
5173
0
{
5174
0
    ImGuiContext& g = *GImGui;
5175
0
    ImGuiWindow* bottom_most_visible_window = parent_window;
5176
0
    for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)
5177
0
    {
5178
0
        ImGuiWindow* window = g.Windows[i];
5179
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
5180
0
            continue;
5181
0
        if (!IsWindowWithinBeginStackOf(window, parent_window))
5182
0
            break;
5183
0
        if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))
5184
0
            bottom_most_visible_window = window;
5185
0
    }
5186
0
    return bottom_most_visible_window;
5187
0
}
5188
5189
// Important: AddWindowToDrawData() has not been called yet, meaning DockNodeHost windows needs a DrawList->ChannelsMerge() before usage.
5190
// We call ChannelsMerge() lazily here at it is faster that doing a full iteration of g.Windows[] prior to calling RenderDimmedBackgrounds().
5191
static void ImGui::RenderDimmedBackgrounds()
5192
0
{
5193
0
    ImGuiContext& g = *GImGui;
5194
0
    ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();
5195
0
    if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
5196
0
        return;
5197
0
    const bool dim_bg_for_modal = (modal_window != NULL);
5198
0
    const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);
5199
0
    if (!dim_bg_for_modal && !dim_bg_for_window_list)
5200
0
        return;
5201
5202
0
    ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL };
5203
0
    if (dim_bg_for_modal)
5204
0
    {
5205
        // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
5206
0
        ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
5207
0
        RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio));
5208
0
        viewports_already_dimmed[0] = modal_window->Viewport;
5209
0
    }
5210
0
    else if (dim_bg_for_window_list)
5211
0
    {
5212
        // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
5213
0
        RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5214
0
        if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport)
5215
0
            RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5216
0
        viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport;
5217
0
        viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL;
5218
5219
        // Draw border around CTRL+Tab target window
5220
0
        ImGuiWindow* window = g.NavWindowingTargetAnim;
5221
0
        ImGuiViewport* viewport = window->Viewport;
5222
0
        float distance = g.FontSize;
5223
0
        ImRect bb = window->Rect();
5224
0
        bb.Expand(distance);
5225
0
        if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)
5226
0
            bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward
5227
0
        window->DrawList->ChannelsMerge();
5228
0
        if (window->DrawList->CmdBuffer.Size == 0)
5229
0
            window->DrawList->AddDrawCmd();
5230
0
        window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
5231
0
        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
5232
0
        window->DrawList->PopClipRect();
5233
0
    }
5234
5235
    // Draw dimming background on _other_ viewports than the ones our windows are in
5236
0
    for (ImGuiViewportP* viewport : g.Viewports)
5237
0
    {
5238
0
        if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1])
5239
0
            continue;
5240
0
        if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window))
5241
0
            continue;
5242
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
5243
0
        const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
5244
0
        draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col);
5245
0
    }
5246
0
}
5247
5248
// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
5249
void ImGui::EndFrame()
5250
0
{
5251
0
    ImGuiContext& g = *GImGui;
5252
0
    IM_ASSERT(g.Initialized);
5253
5254
    // Don't process EndFrame() multiple times.
5255
0
    if (g.FrameCountEnded == g.FrameCount)
5256
0
        return;
5257
0
    IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
5258
5259
0
    CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
5260
5261
0
    ErrorCheckEndFrameSanityChecks();
5262
5263
    // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
5264
0
    ImGuiPlatformImeData* ime_data = &g.PlatformImeData;
5265
0
    if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
5266
0
    {
5267
0
        ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport);
5268
0
        IMGUI_DEBUG_LOG_IO("[io] Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
5269
0
        if (viewport == NULL)
5270
0
            viewport = GetMainViewport();
5271
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5272
        if (viewport->PlatformHandleRaw == NULL && g.IO.ImeWindowHandle != NULL)
5273
        {
5274
            viewport->PlatformHandleRaw = g.IO.ImeWindowHandle;
5275
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5276
            viewport->PlatformHandleRaw = NULL;
5277
        }
5278
        else
5279
#endif
5280
0
        {
5281
0
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5282
0
        }
5283
0
    }
5284
5285
    // Hide implicit/fallback "Debug" window if it hasn't been used
5286
0
    g.WithinFrameScopeWithImplicitWindow = false;
5287
0
    if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
5288
0
        g.CurrentWindow->Active = false;
5289
0
    End();
5290
5291
    // Update navigation: CTRL+Tab, wrap-around requests
5292
0
    NavEndFrame();
5293
5294
    // Update docking
5295
0
    DockContextEndFrame(&g);
5296
5297
0
    SetCurrentViewport(NULL, NULL);
5298
5299
    // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
5300
0
    if (g.DragDropActive)
5301
0
    {
5302
0
        bool is_delivered = g.DragDropPayload.Delivery;
5303
0
        bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));
5304
0
        if (is_delivered || is_elapsed)
5305
0
            ClearDragDrop();
5306
0
    }
5307
5308
    // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.
5309
0
    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
5310
0
    {
5311
0
        g.DragDropWithinSource = true;
5312
0
        SetTooltip("...");
5313
0
        g.DragDropWithinSource = false;
5314
0
    }
5315
5316
    // End frame
5317
0
    g.WithinFrameScope = false;
5318
0
    g.FrameCountEnded = g.FrameCount;
5319
5320
    // Initiate moving window + handle left-click and right-click focus
5321
0
    UpdateMouseMovingWindowEndFrame();
5322
5323
    // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
5324
0
    UpdateViewportsEndFrame();
5325
5326
    // Sort the window list so that all child windows are after their parent
5327
    // We cannot do that on FocusWindow() because children may not exist yet
5328
0
    g.WindowsTempSortBuffer.resize(0);
5329
0
    g.WindowsTempSortBuffer.reserve(g.Windows.Size);
5330
0
    for (ImGuiWindow* window : g.Windows)
5331
0
    {
5332
0
        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it
5333
0
            continue;
5334
0
        AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
5335
0
    }
5336
5337
    // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
5338
0
    IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
5339
0
    g.Windows.swap(g.WindowsTempSortBuffer);
5340
0
    g.IO.MetricsActiveWindows = g.WindowsActiveCount;
5341
5342
    // Unlock font atlas
5343
0
    g.IO.Fonts->Locked = false;
5344
5345
    // Clear Input data for next frame
5346
0
    g.IO.MousePosPrev = g.IO.MousePos;
5347
0
    g.IO.AppFocusLost = false;
5348
0
    g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
5349
0
    g.IO.InputQueueCharacters.resize(0);
5350
5351
0
    CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
5352
0
}
5353
5354
// Prepare the data for rendering so you can call GetDrawData()
5355
// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
5356
// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
5357
void ImGui::Render()
5358
0
{
5359
0
    ImGuiContext& g = *GImGui;
5360
0
    IM_ASSERT(g.Initialized);
5361
5362
0
    if (g.FrameCountEnded != g.FrameCount)
5363
0
        EndFrame();
5364
0
    if (g.FrameCountRendered == g.FrameCount)
5365
0
        return;
5366
0
    g.FrameCountRendered = g.FrameCount;
5367
5368
0
    g.IO.MetricsRenderWindows = 0;
5369
0
    CallContextHooks(&g, ImGuiContextHookType_RenderPre);
5370
5371
    // Add background ImDrawList (for each active viewport)
5372
0
    for (ImGuiViewportP* viewport : g.Viewports)
5373
0
    {
5374
0
        InitViewportDrawData(viewport);
5375
0
        if (viewport->BgFgDrawLists[0] != NULL)
5376
0
            AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
5377
0
    }
5378
5379
    // Draw modal/window whitening backgrounds
5380
0
    RenderDimmedBackgrounds();
5381
5382
    // Add ImDrawList to render
5383
0
    ImGuiWindow* windows_to_render_top_most[2];
5384
0
    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL;
5385
0
    windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
5386
0
    for (ImGuiWindow* window : g.Windows)
5387
0
    {
5388
0
        IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
5389
0
        if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
5390
0
            AddRootWindowToDrawData(window);
5391
0
    }
5392
0
    for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
5393
0
        if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
5394
0
            AddRootWindowToDrawData(windows_to_render_top_most[n]);
5395
5396
    // Draw software mouse cursor if requested by io.MouseDrawCursor flag
5397
0
    if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None)
5398
0
        RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
5399
5400
    // Setup ImDrawData structures for end-user
5401
0
    g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
5402
0
    for (ImGuiViewportP* viewport : g.Viewports)
5403
0
    {
5404
0
        FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder);
5405
5406
        // Add foreground ImDrawList (for each active viewport)
5407
0
        if (viewport->BgFgDrawLists[1] != NULL)
5408
0
            AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
5409
5410
        // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch).
5411
0
        ImDrawData* draw_data = &viewport->DrawDataP;
5412
0
        IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount);
5413
0
        for (ImDrawList* draw_list : draw_data->CmdLists)
5414
0
            draw_list->_PopUnusedDrawCmd();
5415
5416
0
        g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
5417
0
        g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
5418
0
    }
5419
5420
0
    CallContextHooks(&g, ImGuiContextHookType_RenderPost);
5421
0
}
5422
5423
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
5424
// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
5425
ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
5426
0
{
5427
0
    ImGuiContext& g = *GImGui;
5428
5429
0
    const char* text_display_end;
5430
0
    if (hide_text_after_double_hash)
5431
0
        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string
5432
0
    else
5433
0
        text_display_end = text_end;
5434
5435
0
    ImFont* font = g.Font;
5436
0
    const float font_size = g.FontSize;
5437
0
    if (text == text_display_end)
5438
0
        return ImVec2(0.0f, font_size);
5439
0
    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
5440
5441
    // Round
5442
    // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.
5443
    // FIXME: Investigate using ceilf or e.g.
5444
    // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
5445
    // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
5446
0
    text_size.x = IM_TRUNC(text_size.x + 0.99999f);
5447
5448
0
    return text_size;
5449
0
}
5450
5451
// Find window given position, search front-to-back
5452
// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
5453
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
5454
// called, aka before the next Begin(). Moving window isn't affected.
5455
static void FindHoveredWindow()
5456
0
{
5457
0
    ImGuiContext& g = *GImGui;
5458
5459
    // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame)
5460
0
    ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL;
5461
0
    if (g.MovingWindow)
5462
0
        g.MovingWindow->Viewport = g.MouseViewport;
5463
5464
0
    ImGuiWindow* hovered_window = NULL;
5465
0
    ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
5466
0
    if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
5467
0
        hovered_window = g.MovingWindow;
5468
5469
0
    ImVec2 padding_regular = g.Style.TouchExtraPadding;
5470
0
    ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;
5471
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
5472
0
    {
5473
0
        ImGuiWindow* window = g.Windows[i];
5474
0
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5475
0
        if (!window->Active || window->Hidden)
5476
0
            continue;
5477
0
        if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
5478
0
            continue;
5479
0
        IM_ASSERT(window->Viewport);
5480
0
        if (window->Viewport != g.MouseViewport)
5481
0
            continue;
5482
5483
        // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
5484
0
        ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize;
5485
0
        if (!window->OuterRectClipped.ContainsWithPad(g.IO.MousePos, hit_padding))
5486
0
            continue;
5487
5488
        // Support for one rectangular hole in any given window
5489
        // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)
5490
0
        if (window->HitTestHoleSize.x != 0)
5491
0
        {
5492
0
            ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);
5493
0
            ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);
5494
0
            if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))
5495
0
                continue;
5496
0
        }
5497
5498
0
        if (hovered_window == NULL)
5499
0
            hovered_window = window;
5500
0
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5501
0
        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree))
5502
0
            hovered_window_ignoring_moving_window = window;
5503
0
        if (hovered_window && hovered_window_ignoring_moving_window)
5504
0
            break;
5505
0
    }
5506
5507
0
    g.HoveredWindow = hovered_window;
5508
0
    g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
5509
5510
0
    if (g.MovingWindow)
5511
0
        g.MovingWindow->Viewport = moving_window_viewport;
5512
0
}
5513
5514
bool ImGui::IsItemActive()
5515
0
{
5516
0
    ImGuiContext& g = *GImGui;
5517
0
    if (g.ActiveId)
5518
0
        return g.ActiveId == g.LastItemData.ID;
5519
0
    return false;
5520
0
}
5521
5522
bool ImGui::IsItemActivated()
5523
0
{
5524
0
    ImGuiContext& g = *GImGui;
5525
0
    if (g.ActiveId)
5526
0
        if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID)
5527
0
            return true;
5528
0
    return false;
5529
0
}
5530
5531
bool ImGui::IsItemDeactivated()
5532
0
{
5533
0
    ImGuiContext& g = *GImGui;
5534
0
    if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
5535
0
        return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
5536
0
    return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);
5537
0
}
5538
5539
bool ImGui::IsItemDeactivatedAfterEdit()
5540
0
{
5541
0
    ImGuiContext& g = *GImGui;
5542
0
    return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
5543
0
}
5544
5545
// == GetItemID() == GetFocusID()
5546
bool ImGui::IsItemFocused()
5547
0
{
5548
0
    ImGuiContext& g = *GImGui;
5549
0
    if (g.NavId != g.LastItemData.ID || g.NavId == 0)
5550
0
        return false;
5551
5552
    // Special handling for the dummy item after Begin() which represent the title bar or tab.
5553
    // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
5554
0
    ImGuiWindow* window = g.CurrentWindow;
5555
0
    if (g.LastItemData.ID == window->ID && window->WriteAccessed)
5556
0
        return false;
5557
5558
0
    return true;
5559
0
}
5560
5561
// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!
5562
// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.
5563
bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
5564
0
{
5565
0
    return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
5566
0
}
5567
5568
bool ImGui::IsItemToggledOpen()
5569
0
{
5570
0
    ImGuiContext& g = *GImGui;
5571
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
5572
0
}
5573
5574
bool ImGui::IsItemToggledSelection()
5575
0
{
5576
0
    ImGuiContext& g = *GImGui;
5577
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
5578
0
}
5579
5580
// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app,
5581
// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that!
5582
// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
5583
bool ImGui::IsAnyItemHovered()
5584
0
{
5585
0
    ImGuiContext& g = *GImGui;
5586
0
    return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
5587
0
}
5588
5589
bool ImGui::IsAnyItemActive()
5590
0
{
5591
0
    ImGuiContext& g = *GImGui;
5592
0
    return g.ActiveId != 0;
5593
0
}
5594
5595
bool ImGui::IsAnyItemFocused()
5596
0
{
5597
0
    ImGuiContext& g = *GImGui;
5598
0
    return g.NavId != 0 && !g.NavDisableHighlight;
5599
0
}
5600
5601
bool ImGui::IsItemVisible()
5602
0
{
5603
0
    ImGuiContext& g = *GImGui;
5604
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0;
5605
0
}
5606
5607
bool ImGui::IsItemEdited()
5608
0
{
5609
0
    ImGuiContext& g = *GImGui;
5610
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;
5611
0
}
5612
5613
// Allow next item to be overlapped by subsequent items.
5614
// This works by requiring HoveredId to match for two subsequent frames,
5615
// so if a following items overwrite it our interactions will naturally be disabled.
5616
void ImGui::SetNextItemAllowOverlap()
5617
0
{
5618
0
    ImGuiContext& g = *GImGui;
5619
0
    g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap;
5620
0
}
5621
5622
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5623
// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
5624
// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead.
5625
void ImGui::SetItemAllowOverlap()
5626
{
5627
    ImGuiContext& g = *GImGui;
5628
    ImGuiID id = g.LastItemData.ID;
5629
    if (g.HoveredId == id)
5630
        g.HoveredIdAllowOverlap = true;
5631
    if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id.
5632
        g.ActiveIdAllowOverlap = true;
5633
}
5634
#endif
5635
5636
// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function.
5637
void ImGui::SetActiveIdUsingAllKeyboardKeys()
5638
0
{
5639
0
    ImGuiContext& g = *GImGui;
5640
0
    IM_ASSERT(g.ActiveId != 0);
5641
0
    g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1;
5642
0
    g.ActiveIdUsingAllKeyboardKeys = true;
5643
0
    NavMoveRequestCancel();
5644
0
}
5645
5646
ImGuiID ImGui::GetItemID()
5647
0
{
5648
0
    ImGuiContext& g = *GImGui;
5649
0
    return g.LastItemData.ID;
5650
0
}
5651
5652
ImVec2 ImGui::GetItemRectMin()
5653
0
{
5654
0
    ImGuiContext& g = *GImGui;
5655
0
    return g.LastItemData.Rect.Min;
5656
0
}
5657
5658
ImVec2 ImGui::GetItemRectMax()
5659
0
{
5660
0
    ImGuiContext& g = *GImGui;
5661
0
    return g.LastItemData.Rect.Max;
5662
0
}
5663
5664
ImVec2 ImGui::GetItemRectSize()
5665
0
{
5666
0
    ImGuiContext& g = *GImGui;
5667
0
    return g.LastItemData.Rect.GetSize();
5668
0
}
5669
5670
// Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'.
5671
// ImGuiChildFlags_Border is defined as always == 1 in order to allow old code passing 'true'.
5672
bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
5673
0
{
5674
0
    ImGuiID id = GetCurrentWindow()->GetID(str_id);
5675
0
    return BeginChildEx(str_id, id, size_arg, child_flags, window_flags);
5676
0
}
5677
5678
bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
5679
0
{
5680
0
    return BeginChildEx(NULL, id, size_arg, child_flags, window_flags);
5681
0
}
5682
5683
bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
5684
0
{
5685
0
    ImGuiContext& g = *GImGui;
5686
0
    ImGuiWindow* parent_window = g.CurrentWindow;
5687
0
    IM_ASSERT(id != 0);
5688
5689
    // Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument.
5690
0
    const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle;
5691
0
    IM_UNUSED(ImGuiChildFlags_SupportedMask_);
5692
0
    IM_ASSERT((child_flags & ~ImGuiChildFlags_SupportedMask_) == 0 && "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?");
5693
0
    IM_ASSERT((window_flags & ImGuiWindowFlags_AlwaysAutoResize) == 0 && "Cannot specify ImGuiWindowFlags_AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags_AlwaysAutoResize!");
5694
0
    if (child_flags & ImGuiChildFlags_AlwaysAutoResize)
5695
0
    {
5696
0
        IM_ASSERT((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0 && "Cannot use ImGuiChildFlags_ResizeX or ImGuiChildFlags_ResizeY with ImGuiChildFlags_AlwaysAutoResize!");
5697
0
        IM_ASSERT((child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY)) != 0 && "Must use ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY with ImGuiChildFlags_AlwaysAutoResize!");
5698
0
    }
5699
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5700
    if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding)
5701
        child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding;
5702
#endif
5703
0
    if (child_flags & ImGuiChildFlags_AutoResizeX)
5704
0
        child_flags &= ~ImGuiChildFlags_ResizeX;
5705
0
    if (child_flags & ImGuiChildFlags_AutoResizeY)
5706
0
        child_flags &= ~ImGuiChildFlags_ResizeY;
5707
5708
    // Set window flags
5709
0
    window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking;
5710
0
    window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag
5711
0
    if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize))
5712
0
        window_flags |= ImGuiWindowFlags_AlwaysAutoResize;
5713
0
    if ((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0)
5714
0
        window_flags |= ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
5715
5716
    // Special framed style
5717
0
    if (child_flags & ImGuiChildFlags_FrameStyle)
5718
0
    {
5719
0
        PushStyleColor(ImGuiCol_ChildBg, g.Style.Colors[ImGuiCol_FrameBg]);
5720
0
        PushStyleVar(ImGuiStyleVar_ChildRounding, g.Style.FrameRounding);
5721
0
        PushStyleVar(ImGuiStyleVar_ChildBorderSize, g.Style.FrameBorderSize);
5722
0
        PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.FramePadding);
5723
0
        child_flags |= ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding;
5724
0
        window_flags |= ImGuiWindowFlags_NoMove;
5725
0
    }
5726
5727
    // Forward child flags
5728
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasChildFlags;
5729
0
    g.NextWindowData.ChildFlags = child_flags;
5730
5731
    // Forward size
5732
    // Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags_ResizeXXX is set.
5733
    // (the alternative would to store conditional flags per axis, which is possible but more code)
5734
0
    const ImVec2 size_avail = GetContentRegionAvail();
5735
0
    const ImVec2 size_default((child_flags & ImGuiChildFlags_AutoResizeX) ? 0.0f : size_avail.x, (child_flags & ImGuiChildFlags_AutoResizeY) ? 0.0f : size_avail.y);
5736
0
    const ImVec2 size = CalcItemSize(size_arg, size_default.x, size_default.y);
5737
0
    SetNextWindowSize(size);
5738
5739
    // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
5740
    // FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround.
5741
    // e.g. "ParentName###ParentIdentifier/ChildName###ChildIdentifier" would get hashed incorrectly by ImHashStr(), trailing _%08X somehow fixes it.
5742
0
    const char* temp_window_name;
5743
    /*if (name && parent_window->IDStack.back() == parent_window->ID)
5744
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s", parent_window->Name, name); // May omit ID if in root of ID stack
5745
    else*/
5746
0
    if (name)
5747
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id);
5748
0
    else
5749
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id);
5750
5751
    // Set style
5752
0
    const float backup_border_size = g.Style.ChildBorderSize;
5753
0
    if ((child_flags & ImGuiChildFlags_Border) == 0)
5754
0
        g.Style.ChildBorderSize = 0.0f;
5755
5756
    // Begin into window
5757
0
    const bool ret = Begin(temp_window_name, NULL, window_flags);
5758
5759
    // Restore style
5760
0
    g.Style.ChildBorderSize = backup_border_size;
5761
0
    if (child_flags & ImGuiChildFlags_FrameStyle)
5762
0
    {
5763
0
        PopStyleVar(3);
5764
0
        PopStyleColor();
5765
0
    }
5766
5767
0
    ImGuiWindow* child_window = g.CurrentWindow;
5768
0
    child_window->ChildId = id;
5769
5770
    // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
5771
    // While this is not really documented/defined, it seems that the expected thing to do.
5772
0
    if (child_window->BeginCount == 1)
5773
0
        parent_window->DC.CursorPos = child_window->Pos;
5774
5775
    // Process navigation-in immediately so NavInit can run on first frame
5776
    // Can enter a child if (A) it has navigable items or (B) it can be scrolled.
5777
0
    const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id);
5778
0
    if (g.ActiveId == temp_id_for_activation)
5779
0
        ClearActiveID();
5780
0
    if (g.NavActivateId == id && !(window_flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY))
5781
0
    {
5782
0
        FocusWindow(child_window);
5783
0
        NavInitWindow(child_window, false);
5784
0
        SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
5785
0
        g.ActiveIdSource = g.NavInputSource;
5786
0
    }
5787
0
    return ret;
5788
0
}
5789
5790
void ImGui::EndChild()
5791
0
{
5792
0
    ImGuiContext& g = *GImGui;
5793
0
    ImGuiWindow* child_window = g.CurrentWindow;
5794
5795
0
    IM_ASSERT(g.WithinEndChild == false);
5796
0
    IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() calls
5797
5798
0
    g.WithinEndChild = true;
5799
0
    ImVec2 child_size = child_window->Size;
5800
0
    End();
5801
0
    if (child_window->BeginCount == 1)
5802
0
    {
5803
0
        ImGuiWindow* parent_window = g.CurrentWindow;
5804
0
        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size);
5805
0
        ItemSize(child_size);
5806
0
        if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !(child_window->Flags & ImGuiWindowFlags_NavFlattened))
5807
0
        {
5808
0
            ItemAdd(bb, child_window->ChildId);
5809
0
            RenderNavHighlight(bb, child_window->ChildId);
5810
5811
            // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
5812
0
            if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow)
5813
0
                RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
5814
0
        }
5815
0
        else
5816
0
        {
5817
            // Not navigable into
5818
0
            ItemAdd(bb, 0);
5819
5820
            // But when flattened we directly reach items, adjust active layer mask accordingly
5821
0
            if (child_window->Flags & ImGuiWindowFlags_NavFlattened)
5822
0
                parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext;
5823
0
        }
5824
0
        if (g.HoveredWindow == child_window)
5825
0
            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
5826
0
    }
5827
0
    g.WithinEndChild = false;
5828
0
    g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
5829
0
}
5830
5831
static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
5832
0
{
5833
0
    window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);
5834
0
    window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);
5835
0
    window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
5836
0
    window->SetWindowDockAllowFlags      = enabled ? (window->SetWindowDockAllowFlags      | flags) : (window->SetWindowDockAllowFlags      & ~flags);
5837
0
}
5838
5839
ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
5840
0
{
5841
0
    ImGuiContext& g = *GImGui;
5842
0
    return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
5843
0
}
5844
5845
ImGuiWindow* ImGui::FindWindowByName(const char* name)
5846
0
{
5847
0
    ImGuiID id = ImHashStr(name);
5848
0
    return FindWindowByID(id);
5849
0
}
5850
5851
static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5852
0
{
5853
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5854
0
    window->ViewportPos = main_viewport->Pos;
5855
0
    if (settings->ViewportId)
5856
0
    {
5857
0
        window->ViewportId = settings->ViewportId;
5858
0
        window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y);
5859
0
    }
5860
0
    window->Pos = ImTrunc(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y));
5861
0
    if (settings->Size.x > 0 && settings->Size.y > 0)
5862
0
        window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y));
5863
0
    window->Collapsed = settings->Collapsed;
5864
0
    window->DockId = settings->DockId;
5865
0
    window->DockOrder = settings->DockOrder;
5866
0
}
5867
5868
static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
5869
0
{
5870
0
    ImGuiContext& g = *GImGui;
5871
5872
0
    const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);
5873
0
    const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;
5874
0
    if ((just_created || child_flag_changed) && !new_is_explicit_child)
5875
0
    {
5876
0
        IM_ASSERT(!g.WindowsFocusOrder.contains(window));
5877
0
        g.WindowsFocusOrder.push_back(window);
5878
0
        window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
5879
0
    }
5880
0
    else if (!just_created && child_flag_changed && new_is_explicit_child)
5881
0
    {
5882
0
        IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
5883
0
        for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
5884
0
            g.WindowsFocusOrder[n]->FocusOrder--;
5885
0
        g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
5886
0
        window->FocusOrder = -1;
5887
0
    }
5888
0
    window->IsExplicitChild = new_is_explicit_child;
5889
0
}
5890
5891
static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5892
0
{
5893
    // Initial window state with e.g. default/arbitrary window position
5894
    // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
5895
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5896
0
    window->Pos = main_viewport->Pos + ImVec2(60, 60);
5897
0
    window->Size = window->SizeFull = ImVec2(0, 0);
5898
0
    window->ViewportPos = main_viewport->Pos;
5899
0
    window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
5900
5901
0
    if (settings != NULL)
5902
0
    {
5903
0
        SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
5904
0
        ApplyWindowSettings(window, settings);
5905
0
    }
5906
0
    window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values
5907
5908
0
    if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
5909
0
    {
5910
0
        window->AutoFitFramesX = window->AutoFitFramesY = 2;
5911
0
        window->AutoFitOnlyGrows = false;
5912
0
    }
5913
0
    else
5914
0
    {
5915
0
        if (window->Size.x <= 0.0f)
5916
0
            window->AutoFitFramesX = 2;
5917
0
        if (window->Size.y <= 0.0f)
5918
0
            window->AutoFitFramesY = 2;
5919
0
        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
5920
0
    }
5921
0
}
5922
5923
static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
5924
0
{
5925
    // Create window the first time
5926
    //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);
5927
0
    ImGuiContext& g = *GImGui;
5928
0
    ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
5929
0
    window->Flags = flags;
5930
0
    g.WindowsById.SetVoidPtr(window->ID, window);
5931
5932
0
    ImGuiWindowSettings* settings = NULL;
5933
0
    if (!(flags & ImGuiWindowFlags_NoSavedSettings))
5934
0
        if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0)
5935
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
5936
5937
0
    InitOrLoadWindowSettings(window, settings);
5938
5939
0
    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
5940
0
        g.Windows.push_front(window); // Quite slow but rare and only once
5941
0
    else
5942
0
        g.Windows.push_back(window);
5943
5944
0
    return window;
5945
0
}
5946
5947
static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window)
5948
0
{
5949
0
    return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window;
5950
0
}
5951
5952
static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window)
5953
0
{
5954
0
    return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window;
5955
0
}
5956
5957
static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window)
5958
0
{
5959
    // Popups, menus and childs bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
5960
    // FIXME: the if/else could probably be removed, "reduce artifacts" section for all windows.
5961
0
    ImGuiContext& g = *GImGui;
5962
0
    ImVec2 size_min;
5963
0
    if (window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_ChildWindow))
5964
0
    {
5965
0
        size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f;
5966
0
        size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f;
5967
0
    }
5968
0
    else
5969
0
    {
5970
0
        ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window);
5971
0
        size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f;
5972
0
        size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : 4.0f;
5973
0
        size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
5974
0
    }
5975
0
    return size_min;
5976
0
}
5977
5978
static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
5979
0
{
5980
0
    ImGuiContext& g = *GImGui;
5981
0
    ImVec2 new_size = size_desired;
5982
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
5983
0
    {
5984
        // See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max.
5985
0
        ImRect cr = g.NextWindowData.SizeConstraintRect;
5986
0
        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
5987
0
        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
5988
0
        if (g.NextWindowData.SizeCallback)
5989
0
        {
5990
0
            ImGuiSizeCallbackData data;
5991
0
            data.UserData = g.NextWindowData.SizeCallbackUserData;
5992
0
            data.Pos = window->Pos;
5993
0
            data.CurrentSize = window->SizeFull;
5994
0
            data.DesiredSize = new_size;
5995
0
            g.NextWindowData.SizeCallback(&data);
5996
0
            new_size = data.DesiredSize;
5997
0
        }
5998
0
        new_size.x = IM_TRUNC(new_size.x);
5999
0
        new_size.y = IM_TRUNC(new_size.y);
6000
0
    }
6001
6002
    // Minimum size
6003
0
    ImVec2 size_min = CalcWindowMinSize(window);
6004
0
    return ImMax(new_size, size_min);
6005
0
}
6006
6007
static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)
6008
0
{
6009
0
    bool preserve_old_content_sizes = false;
6010
0
    if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
6011
0
        preserve_old_content_sizes = true;
6012
0
    else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
6013
0
        preserve_old_content_sizes = true;
6014
0
    if (preserve_old_content_sizes)
6015
0
    {
6016
0
        *content_size_current = window->ContentSize;
6017
0
        *content_size_ideal = window->ContentSizeIdeal;
6018
0
        return;
6019
0
    }
6020
6021
0
    content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
6022
0
    content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
6023
0
    content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
6024
0
    content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
6025
0
}
6026
6027
static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
6028
0
{
6029
0
    ImGuiContext& g = *GImGui;
6030
0
    ImGuiStyle& style = g.Style;
6031
0
    const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x;
6032
0
    const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;
6033
0
    ImVec2 size_pad = window->WindowPadding * 2.0f;
6034
0
    ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars);
6035
0
    if (window->Flags & ImGuiWindowFlags_Tooltip)
6036
0
    {
6037
        // Tooltip always resize
6038
0
        return size_desired;
6039
0
    }
6040
0
    else
6041
0
    {
6042
        // Maximum window size is determined by the viewport size or monitor size
6043
0
        ImVec2 size_min = CalcWindowMinSize(window);
6044
0
        ImVec2 size_max = (window->ViewportOwned || (window->Flags & ImGuiWindowFlags_ChildWindow)) ? ImVec2(FLT_MAX, FLT_MAX) : window->Viewport->WorkSize - style.DisplaySafeAreaPadding * 2.0f;
6045
0
        const int monitor_idx = window->ViewportAllowPlatformMonitorExtend;
6046
0
        if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0)
6047
0
            size_max = g.PlatformIO.Monitors[monitor_idx].WorkSize - style.DisplaySafeAreaPadding * 2.0f;
6048
0
        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, size_max));
6049
6050
        // When the window cannot fit all contents (either because of constraints, either because screen is too small),
6051
        // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
6052
0
        ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6053
0
        bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x  && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
6054
0
        bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
6055
0
        if (will_have_scrollbar_x)
6056
0
            size_auto_fit.y += style.ScrollbarSize;
6057
0
        if (will_have_scrollbar_y)
6058
0
            size_auto_fit.x += style.ScrollbarSize;
6059
0
        return size_auto_fit;
6060
0
    }
6061
0
}
6062
6063
ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
6064
0
{
6065
0
    ImVec2 size_contents_current;
6066
0
    ImVec2 size_contents_ideal;
6067
0
    CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);
6068
0
    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);
6069
0
    ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6070
0
    return size_final;
6071
0
}
6072
6073
static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)
6074
0
{
6075
0
    if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
6076
0
        return ImGuiCol_PopupBg;
6077
0
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive)
6078
0
        return ImGuiCol_ChildBg;
6079
0
    return ImGuiCol_WindowBg;
6080
0
}
6081
6082
static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
6083
0
{
6084
0
    ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left
6085
0
    ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
6086
0
    ImVec2 size_expected = pos_max - pos_min;
6087
0
    ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);
6088
0
    *out_pos = pos_min;
6089
0
    if (corner_norm.x == 0.0f)
6090
0
        out_pos->x -= (size_constrained.x - size_expected.x);
6091
0
    if (corner_norm.y == 0.0f)
6092
0
        out_pos->y -= (size_constrained.y - size_expected.y);
6093
0
    *out_size = size_constrained;
6094
0
}
6095
6096
// Data for resizing from resize grip / corner
6097
struct ImGuiResizeGripDef
6098
{
6099
    ImVec2  CornerPosN;
6100
    ImVec2  InnerDir;
6101
    int     AngleMin12, AngleMax12;
6102
};
6103
static const ImGuiResizeGripDef resize_grip_def[4] =
6104
{
6105
    { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 },  // Lower-right
6106
    { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 },  // Lower-left
6107
    { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 },  // Upper-left (Unused)
6108
    { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }  // Upper-right (Unused)
6109
};
6110
6111
// Data for resizing from borders
6112
struct ImGuiResizeBorderDef
6113
{
6114
    ImVec2  InnerDir;               // Normal toward inside
6115
    ImVec2  SegmentN1, SegmentN2;   // End positions, normalized (0,0: upper left)
6116
    float   OuterAngle;             // Angle toward outside
6117
};
6118
static const ImGuiResizeBorderDef resize_border_def[4] =
6119
{
6120
    { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left
6121
    { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right
6122
    { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up
6123
    { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }  // Down
6124
};
6125
6126
static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
6127
0
{
6128
0
    ImRect rect = window->Rect();
6129
0
    if (thickness == 0.0f)
6130
0
        rect.Max -= ImVec2(1, 1);
6131
0
    if (border_n == ImGuiDir_Left)  { return ImRect(rect.Min.x - thickness,    rect.Min.y + perp_padding, rect.Min.x + thickness,    rect.Max.y - perp_padding); }
6132
0
    if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness,    rect.Min.y + perp_padding, rect.Max.x + thickness,    rect.Max.y - perp_padding); }
6133
0
    if (border_n == ImGuiDir_Up)    { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness,    rect.Max.x - perp_padding, rect.Min.y + thickness);    }
6134
0
    if (border_n == ImGuiDir_Down)  { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness,    rect.Max.x - perp_padding, rect.Max.y + thickness);    }
6135
0
    IM_ASSERT(0);
6136
0
    return ImRect();
6137
0
}
6138
6139
// 0..3: corners (Lower-right, Lower-left, Unused, Unused)
6140
ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
6141
0
{
6142
0
    IM_ASSERT(n >= 0 && n < 4);
6143
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
6144
0
    id = ImHashStr("#RESIZE", 0, id);
6145
0
    id = ImHashData(&n, sizeof(int), id);
6146
0
    return id;
6147
0
}
6148
6149
// Borders (Left, Right, Up, Down)
6150
ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
6151
0
{
6152
0
    IM_ASSERT(dir >= 0 && dir < 4);
6153
0
    int n = (int)dir + 4;
6154
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
6155
0
    id = ImHashStr("#RESIZE", 0, id);
6156
0
    id = ImHashData(&n, sizeof(int), id);
6157
0
    return id;
6158
0
}
6159
6160
// Handle resize for: Resize Grips, Borders, Gamepad
6161
// Return true when using auto-fit (double-click on resize grip)
6162
static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
6163
0
{
6164
0
    ImGuiContext& g = *GImGui;
6165
0
    ImGuiWindowFlags flags = window->Flags;
6166
6167
0
    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
6168
0
        return false;
6169
0
    if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window.
6170
0
        return false;
6171
6172
0
    int ret_auto_fit_mask = 0x00;
6173
0
    const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
6174
0
    const float grip_hover_inner_size = IM_TRUNC(grip_draw_size * 0.75f);
6175
0
    const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
6176
6177
0
    ImRect clamp_rect = visibility_rect;
6178
0
    const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar);
6179
0
    if (window_move_from_title_bar)
6180
0
        clamp_rect.Min.y -= window->TitleBarHeight();
6181
6182
0
    ImVec2 pos_target(FLT_MAX, FLT_MAX);
6183
0
    ImVec2 size_target(FLT_MAX, FLT_MAX);
6184
6185
    // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time).
6186
    // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits.
6187
    //   This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it.
6188
    // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow.
6189
    // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold).
6190
    // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup.
6191
0
    const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration);
6192
0
    if (clip_with_viewport_rect)
6193
0
        window->ClipRect = window->Viewport->GetMainRect();
6194
6195
    // Resize grips and borders are on layer 1
6196
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6197
6198
    // Manual resize grips
6199
0
    PushID("#RESIZE");
6200
0
    for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6201
0
    {
6202
0
        const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];
6203
0
        const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);
6204
6205
        // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
6206
0
        bool hovered, held;
6207
0
        ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);
6208
0
        if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
6209
0
        if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
6210
0
        ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
6211
0
        ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav);
6212
0
        ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6213
        //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
6214
0
        if (hovered || held)
6215
0
            g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
6216
6217
0
        if (held && g.IO.MouseDoubleClicked[0])
6218
0
        {
6219
            // Auto-fit when double-clicking
6220
0
            size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6221
0
            ret_auto_fit_mask = 0x03; // Both axises
6222
0
            ClearActiveID();
6223
0
        }
6224
0
        else if (held)
6225
0
        {
6226
            // Resize from any of the four corners
6227
            // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
6228
0
            ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX);
6229
0
            ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX);
6230
0
            ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip
6231
0
            corner_target = ImClamp(corner_target, clamp_min, clamp_max);
6232
0
            CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);
6233
0
        }
6234
6235
        // Only lower-left grip is visible before hovering/activating
6236
0
        if (resize_grip_n == 0 || held || hovered)
6237
0
            resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
6238
0
    }
6239
6240
0
    int resize_border_mask = 0x00;
6241
0
    if (window->Flags & ImGuiWindowFlags_ChildWindow)
6242
0
        resize_border_mask |= ((window->ChildFlags & ImGuiChildFlags_ResizeX) ? 0x02 : 0) | ((window->ChildFlags & ImGuiChildFlags_ResizeY) ? 0x08 : 0);
6243
0
    else
6244
0
        resize_border_mask = g.IO.ConfigWindowsResizeFromEdges ? 0x0F : 0x00;
6245
0
    for (int border_n = 0; border_n < 4; border_n++)
6246
0
    {
6247
0
        if ((resize_border_mask & (1 << border_n)) == 0)
6248
0
            continue;
6249
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_n];
6250
0
        const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
6251
6252
0
        bool hovered, held;
6253
0
        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
6254
0
        ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
6255
0
        ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);
6256
0
        ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6257
        //GetForegroundDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
6258
0
        if (hovered && g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER)
6259
0
            hovered = false;
6260
0
        if (hovered || held)
6261
0
            g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
6262
0
        if (held && g.IO.MouseDoubleClicked[0])
6263
0
        {
6264
            // Double-clicking bottom or right border auto-fit on this axis
6265
            // FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases.
6266
0
            if (border_n == 1 || border_n == 3) // Right and bottom border
6267
0
            {
6268
0
                size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis];
6269
0
                ret_auto_fit_mask |= (1 << axis);
6270
0
                hovered = held = false; // So border doesn't show highlighted at new position
6271
0
            }
6272
0
            ClearActiveID();
6273
0
        }
6274
0
        else if (held)
6275
0
        {
6276
            // Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop.
6277
            // Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually.
6278
            // FIXME: May want to generalize this idiom at lower-level, so more widgets can use it!
6279
0
            const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false, true));
6280
0
            if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing)
6281
0
            {
6282
0
                g.WindowResizeBorderExpectedRect = border_rect;
6283
0
                g.WindowResizeRelativeMode = false;
6284
0
            }
6285
0
            if ((window->Flags & ImGuiWindowFlags_ChildWindow) && memcmp(&g.WindowResizeBorderExpectedRect, &border_rect, sizeof(ImRect)) != 0)
6286
0
                g.WindowResizeRelativeMode = true;
6287
6288
0
            const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size);
6289
0
            const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis];
6290
0
            const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; // Match ButtonBehavior() padding above.
6291
6292
            // Use absolute mode position
6293
0
            ImVec2 border_target = window->Pos;
6294
0
            border_target[axis] = border_target_abs_mode_for_axis;
6295
6296
            // Use relative mode target for child window, ignore resize when moving back toward the ideal absolute position.
6297
0
            bool ignore_resize = false;
6298
0
            if (g.WindowResizeRelativeMode)
6299
0
            {
6300
                //GetForegroundDrawList()->AddText(GetMainViewport()->WorkPos, IM_COL32_WHITE, "Relative Mode");
6301
0
                border_target[axis] = border_target_rel_mode_for_axis;
6302
0
                if (g.IO.MouseDelta[axis] == 0.0f || (g.IO.MouseDelta[axis] > 0.0f) == (border_target_rel_mode_for_axis > border_target_abs_mode_for_axis))
6303
0
                    ignore_resize = true;
6304
0
            }
6305
6306
            // Clamp, apply
6307
0
            ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX);
6308
0
            ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX);
6309
0
            border_target = ImClamp(border_target, clamp_min, clamp_max);
6310
0
            if (flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent
6311
0
            {
6312
0
                if ((flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (flags & ImGuiWindowFlags_NoScrollbar))
6313
0
                    border_target.x = ImClamp(border_target.x, window->ParentWindow->InnerClipRect.Min.x, window->ParentWindow->InnerClipRect.Max.x);
6314
0
                if (flags & ImGuiWindowFlags_NoScrollbar)
6315
0
                    border_target.y = ImClamp(border_target.y, window->ParentWindow->InnerClipRect.Min.y, window->ParentWindow->InnerClipRect.Max.y);
6316
0
            }
6317
0
            if (!ignore_resize)
6318
0
                CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);
6319
0
        }
6320
0
        if (hovered)
6321
0
            *border_hovered = border_n;
6322
0
        if (held)
6323
0
            *border_held = border_n;
6324
0
    }
6325
0
    PopID();
6326
6327
    // Restore nav layer
6328
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6329
6330
    // Navigation resize (keyboard/gamepad)
6331
    // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user.
6332
    // Not even sure the callback works here.
6333
0
    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window)
6334
0
    {
6335
0
        ImVec2 nav_resize_dir;
6336
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
6337
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
6338
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
6339
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);
6340
0
        if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f)
6341
0
        {
6342
0
            const float NAV_RESIZE_SPEED = 600.0f;
6343
0
            const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y);
6344
0
            g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step;
6345
0
            g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size
6346
0
            g.NavWindowingToggleLayer = false;
6347
0
            g.NavDisableMouseHover = true;
6348
0
            resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
6349
0
            ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize);
6350
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
6351
0
            {
6352
                // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
6353
0
                size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored);
6354
0
                g.NavWindowingAccumDeltaSize -= accum_floored;
6355
0
            }
6356
0
        }
6357
0
    }
6358
6359
    // Apply back modified position/size to window
6360
0
    if (size_target.x != FLT_MAX)
6361
0
        window->Size.x = window->SizeFull.x = size_target.x;
6362
0
    if (size_target.y != FLT_MAX)
6363
0
        window->Size.y = window->SizeFull.y = size_target.y;
6364
0
    if (pos_target.x != FLT_MAX)
6365
0
        window->Pos.x = ImTrunc(pos_target.x);
6366
0
    if (pos_target.y != FLT_MAX)
6367
0
        window->Pos.y = ImTrunc(pos_target.y);
6368
0
    if (size_target.x != FLT_MAX || size_target.y != FLT_MAX || pos_target.x != FLT_MAX || pos_target.y != FLT_MAX)
6369
0
        MarkIniSettingsDirty(window);
6370
6371
    // Recalculate next expected border expected coordinates
6372
0
    if (*border_held != -1)
6373
0
        g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
6374
6375
0
    return ret_auto_fit_mask;
6376
0
}
6377
6378
static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect)
6379
0
{
6380
0
    ImGuiContext& g = *GImGui;
6381
0
    ImVec2 size_for_clamping = window->Size;
6382
0
    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && (!(window->Flags & ImGuiWindowFlags_NoTitleBar) || window->DockNodeAsHost))
6383
0
        size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here.
6384
0
    window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
6385
0
}
6386
6387
static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
6388
0
{
6389
0
    ImGuiContext& g = *GImGui;
6390
0
    float rounding = window->WindowRounding;
6391
0
    float border_size = window->WindowBorderSize;
6392
0
    if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))
6393
0
        window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
6394
6395
0
    if (window->ResizeBorderHovered != -1 || window->ResizeBorderHeld != -1)
6396
0
    {
6397
0
        const int border_n = (window->ResizeBorderHeld != -1) ? window->ResizeBorderHeld : window->ResizeBorderHovered;
6398
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_n];
6399
0
        const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f);
6400
0
        const ImU32 border_col = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered);
6401
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
6402
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
6403
0
        window->DrawList->PathStroke(border_col, 0, ImMax(2.0f, border_size)); // Thicker than usual
6404
0
    }
6405
0
    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6406
0
    {
6407
0
        float y = window->Pos.y + window->TitleBarHeight() - 1;
6408
0
        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);
6409
0
    }
6410
0
}
6411
6412
// Draw background and borders
6413
// Draw and handle scrollbars
6414
void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
6415
0
{
6416
0
    ImGuiContext& g = *GImGui;
6417
0
    ImGuiStyle& style = g.Style;
6418
0
    ImGuiWindowFlags flags = window->Flags;
6419
6420
    // Ensure that ScrollBar doesn't read last frame's SkipItems
6421
0
    IM_ASSERT(window->BeginCount == 0);
6422
0
    window->SkipItems = false;
6423
6424
    // Draw window + handle manual resize
6425
    // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame.
6426
0
    const float window_rounding = window->WindowRounding;
6427
0
    const float window_border_size = window->WindowBorderSize;
6428
0
    if (window->Collapsed)
6429
0
    {
6430
        // Title bar only
6431
0
        const float backup_border_size = style.FrameBorderSize;
6432
0
        g.Style.FrameBorderSize = window->WindowBorderSize;
6433
0
        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
6434
0
        if (window->ViewportOwned)
6435
0
            title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse)
6436
0
        RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
6437
0
        g.Style.FrameBorderSize = backup_border_size;
6438
0
    }
6439
0
    else
6440
0
    {
6441
        // Window background
6442
0
        if (!(flags & ImGuiWindowFlags_NoBackground))
6443
0
        {
6444
0
            bool is_docking_transparent_payload = false;
6445
0
            if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload)
6446
0
                if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window)
6447
0
                    is_docking_transparent_payload = true;
6448
6449
0
            ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
6450
0
            if (window->ViewportOwned)
6451
0
            {
6452
0
                bg_col |= IM_COL32_A_MASK; // No alpha
6453
0
                if (is_docking_transparent_payload)
6454
0
                    window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA;
6455
0
            }
6456
0
            else
6457
0
            {
6458
                // Adjust alpha. For docking
6459
0
                bool override_alpha = false;
6460
0
                float alpha = 1.0f;
6461
0
                if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
6462
0
                {
6463
0
                    alpha = g.NextWindowData.BgAlphaVal;
6464
0
                    override_alpha = true;
6465
0
                }
6466
0
                if (is_docking_transparent_payload)
6467
0
                {
6468
0
                    alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override?
6469
0
                    override_alpha = true;
6470
0
                }
6471
0
                if (override_alpha)
6472
0
                    bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
6473
0
            }
6474
6475
            // Render, for docked windows and host windows we ensure bg goes before decorations
6476
0
            if (window->DockIsActive)
6477
0
                window->DockNode->LastBgColor = bg_col;
6478
0
            ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList;
6479
0
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6480
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
6481
0
            bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
6482
0
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6483
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
6484
0
        }
6485
0
        if (window->DockIsActive)
6486
0
            window->DockNode->IsBgDrawnThisFrame = true;
6487
6488
        // Title bar
6489
        // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag,
6490
        // in order for their pos/size to be matching their undocking state.)
6491
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6492
0
        {
6493
0
            ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
6494
0
            window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);
6495
0
        }
6496
6497
        // Menu bar
6498
0
        if (flags & ImGuiWindowFlags_MenuBar)
6499
0
        {
6500
0
            ImRect menu_bar_rect = window->MenuBarRect();
6501
0
            menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
6502
0
            window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
6503
0
            if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
6504
0
                window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
6505
0
        }
6506
6507
        // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock
6508
0
        ImGuiDockNode* node = window->DockNode;
6509
0
        if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar())
6510
0
        {
6511
0
            float unhide_sz_draw = ImTrunc(g.FontSize * 0.70f);
6512
0
            float unhide_sz_hit = ImTrunc(g.FontSize * 0.55f);
6513
0
            ImVec2 p = node->Pos;
6514
0
            ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit));
6515
0
            ImGuiID unhide_id = window->GetID("#UNHIDE");
6516
0
            KeepAliveID(unhide_id);
6517
0
            bool hovered, held;
6518
0
            if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren))
6519
0
                node->WantHiddenTabBarToggle = true;
6520
0
            else if (held && IsMouseDragging(0))
6521
0
                StartMouseMovingWindowOrNode(window, node, true); // Undock from tab-bar triangle = same as window/collapse menu button
6522
6523
            // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size..
6524
0
            ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
6525
0
            window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col);
6526
0
        }
6527
6528
        // Scrollbars
6529
0
        if (window->ScrollbarX)
6530
0
            Scrollbar(ImGuiAxis_X);
6531
0
        if (window->ScrollbarY)
6532
0
            Scrollbar(ImGuiAxis_Y);
6533
6534
        // Render resize grips (after their input handling so we don't have a frame of latency)
6535
0
        if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
6536
0
        {
6537
0
            for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6538
0
            {
6539
0
                const ImU32 col = resize_grip_col[resize_grip_n];
6540
0
                if ((col & IM_COL32_A_MASK) == 0)
6541
0
                    continue;
6542
0
                const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
6543
0
                const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
6544
0
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
6545
0
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
6546
0
                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
6547
0
                window->DrawList->PathFillConvex(col);
6548
0
            }
6549
0
        }
6550
6551
        // Borders (for dock node host they will be rendered over after the tab bar)
6552
0
        if (handle_borders_and_resize_grips && !window->DockNodeAsHost)
6553
0
            RenderWindowOuterBorders(window);
6554
0
    }
6555
0
}
6556
6557
// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead.
6558
// Render title text, collapse button, close button
6559
void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
6560
0
{
6561
0
    ImGuiContext& g = *GImGui;
6562
0
    ImGuiStyle& style = g.Style;
6563
0
    ImGuiWindowFlags flags = window->Flags;
6564
6565
0
    const bool has_close_button = (p_open != NULL);
6566
0
    const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);
6567
6568
    // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
6569
    // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref?
6570
0
    const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
6571
0
    g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
6572
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6573
6574
    // Layout buttons
6575
    // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
6576
0
    float pad_l = style.FramePadding.x;
6577
0
    float pad_r = style.FramePadding.x;
6578
0
    float button_sz = g.FontSize;
6579
0
    ImVec2 close_button_pos;
6580
0
    ImVec2 collapse_button_pos;
6581
0
    if (has_close_button)
6582
0
    {
6583
0
        close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
6584
0
        pad_r += button_sz + style.ItemInnerSpacing.x;
6585
0
    }
6586
0
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
6587
0
    {
6588
0
        collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
6589
0
        pad_r += button_sz + style.ItemInnerSpacing.x;
6590
0
    }
6591
0
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
6592
0
    {
6593
0
        collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y);
6594
0
        pad_l += button_sz + style.ItemInnerSpacing.x;
6595
0
    }
6596
6597
    // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
6598
0
    if (has_collapse_button)
6599
0
        if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL))
6600
0
            window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
6601
6602
    // Close button
6603
0
    if (has_close_button)
6604
0
        if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
6605
0
            *p_open = false;
6606
6607
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6608
0
    g.CurrentItemFlags = item_flags_backup;
6609
6610
    // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
6611
    // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
6612
0
    const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f;
6613
0
    const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
6614
6615
    // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
6616
    // while uncentered title text will still reach edges correctly.
6617
0
    if (pad_l > style.FramePadding.x)
6618
0
        pad_l += g.Style.ItemInnerSpacing.x;
6619
0
    if (pad_r > style.FramePadding.x)
6620
0
        pad_r += g.Style.ItemInnerSpacing.x;
6621
0
    if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)
6622
0
    {
6623
0
        float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center
6624
0
        float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);
6625
0
        pad_l = ImMax(pad_l, pad_extend * centerness);
6626
0
        pad_r = ImMax(pad_r, pad_extend * centerness);
6627
0
    }
6628
6629
0
    ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);
6630
0
    ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);
6631
0
    if (flags & ImGuiWindowFlags_UnsavedDocument)
6632
0
    {
6633
0
        ImVec2 marker_pos;
6634
0
        marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x);
6635
0
        marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;
6636
0
        if (marker_pos.x > layout_r.Min.x)
6637
0
        {
6638
0
            RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));
6639
0
            clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));
6640
0
        }
6641
0
    }
6642
    //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6643
    //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6644
0
    RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
6645
0
}
6646
6647
void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
6648
0
{
6649
0
    window->ParentWindow = parent_window;
6650
0
    window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
6651
0
    if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
6652
0
    {
6653
0
        window->RootWindowDockTree = parent_window->RootWindowDockTree;
6654
0
        if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost))
6655
0
            window->RootWindow = parent_window->RootWindow;
6656
0
    }
6657
0
    if (parent_window && (flags & ImGuiWindowFlags_Popup))
6658
0
        window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
6659
0
    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ?
6660
0
        window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
6661
0
    while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
6662
0
    {
6663
0
        IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
6664
0
        window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
6665
0
    }
6666
0
}
6667
6668
// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
6669
// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
6670
// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
6671
// - WindowA            // FindBlockingModal() returns Modal1
6672
//   - WindowB          //                  .. returns Modal1
6673
//   - Modal1           //                  .. returns Modal2
6674
//      - WindowC       //                  .. returns Modal2
6675
//          - WindowD   //                  .. returns Modal2
6676
//          - Modal2    //                  .. returns Modal2
6677
//            - WindowE //                  .. returns NULL
6678
// Notes:
6679
// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL.
6680
//   Only difference is here we check for ->Active/WasActive but it may be unecessary.
6681
ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
6682
0
{
6683
0
    ImGuiContext& g = *GImGui;
6684
0
    if (g.OpenPopupStack.Size <= 0)
6685
0
        return NULL;
6686
6687
    // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
6688
0
    for (ImGuiPopupData& popup_data : g.OpenPopupStack)
6689
0
    {
6690
0
        ImGuiWindow* popup_window = popup_data.Window;
6691
0
        if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
6692
0
            continue;
6693
0
        if (!popup_window->Active && !popup_window->WasActive)      // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
6694
0
            continue;
6695
0
        if (window == NULL)                                         // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click.
6696
0
            return popup_window;
6697
0
        if (IsWindowWithinBeginStackOf(window, popup_window))       // Window may be over modal
6698
0
            continue;
6699
0
        return popup_window;                                        // Place window right below first block modal
6700
0
    }
6701
0
    return NULL;
6702
0
}
6703
6704
// Push a new Dear ImGui window to add widgets to.
6705
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
6706
// - Begin/End can be called multiple times during the frame with the same window name to append content.
6707
// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
6708
//   You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
6709
// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
6710
// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
6711
bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
6712
0
{
6713
0
    ImGuiContext& g = *GImGui;
6714
0
    const ImGuiStyle& style = g.Style;
6715
0
    IM_ASSERT(name != NULL && name[0] != '\0');     // Window name required
6716
0
    IM_ASSERT(g.WithinFrameScope);                  // Forgot to call ImGui::NewFrame()
6717
0
    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
6718
6719
    // Find or create
6720
0
    ImGuiWindow* window = FindWindowByName(name);
6721
0
    const bool window_just_created = (window == NULL);
6722
0
    if (window_just_created)
6723
0
        window = CreateNewWindow(name, flags);
6724
6725
    // Automatically disable manual moving/resizing when NoInputs is set
6726
0
    if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
6727
0
        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
6728
6729
0
    if (flags & ImGuiWindowFlags_NavFlattened)
6730
0
        IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
6731
6732
0
    const int current_frame = g.FrameCount;
6733
0
    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
6734
0
    window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
6735
6736
    // Update the Appearing flag (note: the BeginDocked() path may also set this to true later)
6737
0
    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
6738
0
    if (flags & ImGuiWindowFlags_Popup)
6739
0
    {
6740
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6741
0
        window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
6742
0
        window_just_activated_by_user |= (window != popup_ref.Window);
6743
0
    }
6744
6745
    // Update Flags, LastFrameActive, BeginOrderXXX fields
6746
0
    const bool window_was_appearing = window->Appearing;
6747
0
    if (first_begin_of_the_frame)
6748
0
    {
6749
0
        UpdateWindowInFocusOrderList(window, window_just_created, flags);
6750
0
        window->Appearing = window_just_activated_by_user;
6751
0
        if (window->Appearing)
6752
0
            SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6753
0
        window->FlagsPreviousFrame = window->Flags;
6754
0
        window->Flags = (ImGuiWindowFlags)flags;
6755
0
        window->ChildFlags = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0;
6756
0
        window->LastFrameActive = current_frame;
6757
0
        window->LastTimeActive = (float)g.Time;
6758
0
        window->BeginOrderWithinParent = 0;
6759
0
        window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
6760
0
    }
6761
0
    else
6762
0
    {
6763
0
        flags = window->Flags;
6764
0
    }
6765
6766
    // Docking
6767
    // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1)
6768
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both
6769
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock)
6770
0
        SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond);
6771
0
    if (first_begin_of_the_frame)
6772
0
    {
6773
0
        bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL);
6774
0
        bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window);
6775
0
        bool dock_node_was_visible = window->DockNodeIsVisible;
6776
0
        bool dock_tab_was_visible = window->DockTabIsVisible;
6777
0
        if (has_dock_node || new_auto_dock_node)
6778
0
        {
6779
0
            BeginDocked(window, p_open);
6780
0
            flags = window->Flags;
6781
0
            if (window->DockIsActive)
6782
0
            {
6783
0
                IM_ASSERT(window->DockNode != NULL);
6784
0
                g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints
6785
0
            }
6786
6787
            // Amend the Appearing flag
6788
0
            if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing)
6789
0
            {
6790
0
                window->Appearing = true;
6791
0
                SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6792
0
            }
6793
0
        }
6794
0
        else
6795
0
        {
6796
0
            window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
6797
0
        }
6798
0
    }
6799
6800
    // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
6801
0
    ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
6802
0
    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
6803
0
    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
6804
6805
    // We allow window memory to be compacted so recreate the base stack when needed.
6806
0
    if (window->IDStack.Size == 0)
6807
0
        window->IDStack.push_back(window->ID);
6808
6809
    // Add to stack
6810
0
    g.CurrentWindow = window;
6811
0
    ImGuiWindowStackData window_stack_data;
6812
0
    window_stack_data.Window = window;
6813
0
    window_stack_data.ParentLastItemDataBackup = g.LastItemData;
6814
0
    window_stack_data.StackSizesOnBegin.SetToContextState(&g);
6815
0
    g.CurrentWindowStack.push_back(window_stack_data);
6816
0
    if (flags & ImGuiWindowFlags_ChildMenu)
6817
0
        g.BeginMenuCount++;
6818
6819
    // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
6820
0
    if (first_begin_of_the_frame)
6821
0
    {
6822
0
        UpdateWindowParentAndRootLinks(window, flags, parent_window);
6823
0
        window->ParentWindowInBeginStack = parent_window_in_stack;
6824
0
    }
6825
6826
    // Add to focus scope stack
6827
    // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
6828
0
    PushFocusScope(window->ID);
6829
0
    window->NavRootFocusScopeId = g.CurrentFocusScopeId;
6830
0
    g.CurrentWindow = NULL;
6831
6832
    // Add to popup stack
6833
0
    if (flags & ImGuiWindowFlags_Popup)
6834
0
    {
6835
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6836
0
        popup_ref.Window = window;
6837
0
        popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent;
6838
0
        g.BeginPopupStack.push_back(popup_ref);
6839
0
        window->PopupId = popup_ref.PopupId;
6840
0
    }
6841
6842
    // Process SetNextWindow***() calls
6843
    // (FIXME: Consider splitting the HasXXX flags into X/Y components
6844
0
    bool window_pos_set_by_api = false;
6845
0
    bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
6846
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)
6847
0
    {
6848
0
        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
6849
0
        if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
6850
0
        {
6851
            // May be processed on the next frame if this is our first frame and we are measuring size
6852
            // FIXME: Look into removing the branch so everything can go through this same code path for consistency.
6853
0
            window->SetWindowPosVal = g.NextWindowData.PosVal;
6854
0
            window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
6855
0
            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
6856
0
        }
6857
0
        else
6858
0
        {
6859
0
            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
6860
0
        }
6861
0
    }
6862
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)
6863
0
    {
6864
0
        window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
6865
0
        window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
6866
0
        if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) // Axis-specific conditions for BeginChild()
6867
0
            g.NextWindowData.SizeVal.x = window->SizeFull.x;
6868
0
        if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0)
6869
0
            g.NextWindowData.SizeVal.y = window->SizeFull.y;
6870
0
        SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
6871
0
    }
6872
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)
6873
0
    {
6874
0
        if (g.NextWindowData.ScrollVal.x >= 0.0f)
6875
0
        {
6876
0
            window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;
6877
0
            window->ScrollTargetCenterRatio.x = 0.0f;
6878
0
        }
6879
0
        if (g.NextWindowData.ScrollVal.y >= 0.0f)
6880
0
        {
6881
0
            window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;
6882
0
            window->ScrollTargetCenterRatio.y = 0.0f;
6883
0
        }
6884
0
    }
6885
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
6886
0
        window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
6887
0
    else if (first_begin_of_the_frame)
6888
0
        window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
6889
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass)
6890
0
        window->WindowClass = g.NextWindowData.WindowClass;
6891
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
6892
0
        SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
6893
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
6894
0
        FocusWindow(window);
6895
0
    if (window->Appearing)
6896
0
        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
6897
6898
    // When reusing window again multiple times a frame, just append content (don't need to setup again)
6899
0
    if (first_begin_of_the_frame)
6900
0
    {
6901
        // Initialize
6902
0
        const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
6903
0
        const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
6904
0
        window->Active = true;
6905
0
        window->HasCloseButton = (p_open != NULL);
6906
0
        window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
6907
0
        window->IDStack.resize(1);
6908
0
        window->DrawList->_ResetForNewFrame();
6909
0
        window->DC.CurrentTableIdx = -1;
6910
0
        if (flags & ImGuiWindowFlags_DockNodeHost)
6911
0
        {
6912
0
            window->DrawList->ChannelsSplit(2);
6913
0
            window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later
6914
0
        }
6915
6916
        // Restore buffer capacity when woken from a compacted state, to avoid
6917
0
        if (window->MemoryCompacted)
6918
0
            GcAwakeTransientWindowBuffers(window);
6919
6920
        // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
6921
        // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
6922
0
        bool window_title_visible_elsewhere = false;
6923
0
        if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive))
6924
0
            window_title_visible_elsewhere = true;
6925
0
        else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB
6926
0
            window_title_visible_elsewhere = true;
6927
0
        if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
6928
0
        {
6929
0
            size_t buf_len = (size_t)window->NameBufLen;
6930
0
            window->Name = ImStrdupcpy(window->Name, &buf_len, name);
6931
0
            window->NameBufLen = (int)buf_len;
6932
0
        }
6933
6934
        // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
6935
6936
        // Update contents size from last frame for auto-fitting (or use explicit size)
6937
0
        CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
6938
6939
        // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors
6940
        // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because
6941
        // it has a single usage before this code block and may be set below before it is finally checked.
6942
0
        if (window->HiddenFramesCanSkipItems > 0)
6943
0
            window->HiddenFramesCanSkipItems--;
6944
0
        if (window->HiddenFramesCannotSkipItems > 0)
6945
0
            window->HiddenFramesCannotSkipItems--;
6946
0
        if (window->HiddenFramesForRenderOnly > 0)
6947
0
            window->HiddenFramesForRenderOnly--;
6948
6949
        // Hide new windows for one frame until they calculate their size
6950
0
        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
6951
0
            window->HiddenFramesCannotSkipItems = 1;
6952
6953
        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
6954
        // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
6955
0
        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
6956
0
        {
6957
0
            window->HiddenFramesCannotSkipItems = 1;
6958
0
            if (flags & ImGuiWindowFlags_AlwaysAutoResize)
6959
0
            {
6960
0
                if (!window_size_x_set_by_api)
6961
0
                    window->Size.x = window->SizeFull.x = 0.f;
6962
0
                if (!window_size_y_set_by_api)
6963
0
                    window->Size.y = window->SizeFull.y = 0.f;
6964
0
                window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);
6965
0
            }
6966
0
        }
6967
6968
        // SELECT VIEWPORT
6969
        // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes.
6970
6971
0
        WindowSelectViewport(window);
6972
0
        SetCurrentViewport(window, window->Viewport);
6973
0
        window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
6974
0
        SetCurrentWindow(window);
6975
0
        flags = window->Flags;
6976
6977
        // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
6978
        // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style.
6979
6980
0
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow))
6981
0
            window->WindowBorderSize = style.ChildBorderSize;
6982
0
        else
6983
0
            window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
6984
0
        window->WindowPadding = style.WindowPadding;
6985
0
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f)
6986
0
            window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
6987
6988
        // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
6989
0
        window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
6990
0
        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
6991
6992
0
        bool use_current_size_for_scrollbar_x = window_just_created;
6993
0
        bool use_current_size_for_scrollbar_y = window_just_created;
6994
6995
        // Collapse window by double-clicking on title bar
6996
        // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
6997
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive)
6998
0
        {
6999
            // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
7000
0
            ImRect title_bar_rect = window->TitleBarRect();
7001
0
            if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2)
7002
0
                window->WantCollapseToggle = true;
7003
0
            if (window->WantCollapseToggle)
7004
0
            {
7005
0
                window->Collapsed = !window->Collapsed;
7006
0
                if (!window->Collapsed)
7007
0
                    use_current_size_for_scrollbar_y = true;
7008
0
                MarkIniSettingsDirty(window);
7009
0
            }
7010
0
        }
7011
0
        else
7012
0
        {
7013
0
            window->Collapsed = false;
7014
0
        }
7015
0
        window->WantCollapseToggle = false;
7016
7017
        // SIZE
7018
7019
        // Outer Decoration Sizes
7020
        // (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations).
7021
0
        const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes;
7022
0
        window->DecoOuterSizeX1 = 0.0f;
7023
0
        window->DecoOuterSizeX2 = 0.0f;
7024
0
        window->DecoOuterSizeY1 = window->TitleBarHeight() + window->MenuBarHeight();
7025
0
        window->DecoOuterSizeY2 = 0.0f;
7026
0
        window->ScrollbarSizes = ImVec2(0.0f, 0.0f);
7027
7028
        // Calculate auto-fit size, handle automatic resize
7029
0
        const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
7030
0
        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
7031
0
        {
7032
            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
7033
0
            if (!window_size_x_set_by_api)
7034
0
            {
7035
0
                window->SizeFull.x = size_auto_fit.x;
7036
0
                use_current_size_for_scrollbar_x = true;
7037
0
            }
7038
0
            if (!window_size_y_set_by_api)
7039
0
            {
7040
0
                window->SizeFull.y = size_auto_fit.y;
7041
0
                use_current_size_for_scrollbar_y = true;
7042
0
            }
7043
0
        }
7044
0
        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
7045
0
        {
7046
            // Auto-fit may only grow window during the first few frames
7047
            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
7048
0
            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
7049
0
            {
7050
0
                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
7051
0
                use_current_size_for_scrollbar_x = true;
7052
0
            }
7053
0
            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
7054
0
            {
7055
0
                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
7056
0
                use_current_size_for_scrollbar_y = true;
7057
0
            }
7058
0
            if (!window->Collapsed)
7059
0
                MarkIniSettingsDirty(window);
7060
0
        }
7061
7062
        // Apply minimum/maximum window size constraints and final size
7063
0
        window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
7064
0
        window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
7065
7066
        // POSITION
7067
7068
        // Popup latch its initial position, will position itself when it appears next frame
7069
0
        if (window_just_activated_by_user)
7070
0
        {
7071
0
            window->AutoPosLastDirection = ImGuiDir_None;
7072
0
            if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()
7073
0
                window->Pos = g.BeginPopupStack.back().OpenPopupPos;
7074
0
        }
7075
7076
        // Position child window
7077
0
        if (flags & ImGuiWindowFlags_ChildWindow)
7078
0
        {
7079
0
            IM_ASSERT(parent_window && parent_window->Active);
7080
0
            window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
7081
0
            parent_window->DC.ChildWindows.push_back(window);
7082
0
            if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
7083
0
                window->Pos = parent_window->DC.CursorPos;
7084
0
        }
7085
7086
0
        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
7087
0
        if (window_pos_with_pivot)
7088
0
            SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
7089
0
        else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
7090
0
            window->Pos = FindBestWindowPosForPopup(window);
7091
0
        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
7092
0
            window->Pos = FindBestWindowPosForPopup(window);
7093
0
        else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
7094
0
            window->Pos = FindBestWindowPosForPopup(window);
7095
7096
        // Late create viewport if we don't fit within our current host viewport.
7097
0
        if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized))
7098
0
            if (!window->Viewport->GetMainRect().Contains(window->Rect()))
7099
0
            {
7100
                // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport)
7101
                //ImGuiViewport* old_viewport = window->Viewport;
7102
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
7103
7104
                // FIXME-DPI
7105
                //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong
7106
0
                SetCurrentViewport(window, window->Viewport);
7107
0
                window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
7108
0
                SetCurrentWindow(window);
7109
0
            }
7110
7111
0
        if (window->ViewportOwned)
7112
0
            WindowSyncOwnedViewport(window, parent_window_in_stack);
7113
7114
        // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
7115
        // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
7116
0
        ImRect viewport_rect(window->Viewport->GetMainRect());
7117
0
        ImRect viewport_work_rect(window->Viewport->GetWorkRect());
7118
0
        ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
7119
0
        ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
7120
7121
        // Clamp position/size so window stays visible within its viewport or monitor
7122
        // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
7123
        // FIXME: Similar to code in GetWindowAllowedExtentRect()
7124
0
        if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
7125
0
        {
7126
0
            if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
7127
0
            {
7128
0
                ClampWindowPos(window, visibility_rect);
7129
0
            }
7130
0
            else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0)
7131
0
            {
7132
                // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport.
7133
0
                const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport);
7134
0
                visibility_rect.Min = monitor->WorkPos + visibility_padding;
7135
0
                visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding;
7136
0
                ClampWindowPos(window, visibility_rect);
7137
0
            }
7138
0
        }
7139
0
        window->Pos = ImTrunc(window->Pos);
7140
7141
        // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
7142
        // Large values tend to lead to variety of artifacts and are not recommended.
7143
0
        if (window->ViewportOwned || window->DockIsActive)
7144
0
            window->WindowRounding = 0.0f;
7145
0
        else
7146
0
            window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
7147
7148
        // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
7149
        //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
7150
        //    window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
7151
7152
        // Apply window focus (new and reactivated windows are moved to front)
7153
0
        bool want_focus = false;
7154
0
        if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
7155
0
        {
7156
0
            if (flags & ImGuiWindowFlags_Popup)
7157
0
                want_focus = true;
7158
0
            else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip))
7159
0
                want_focus = true;
7160
0
        }
7161
7162
        // [Test Engine] Register whole window in the item system (before submitting further decorations)
7163
#ifdef IMGUI_ENABLE_TEST_ENGINE
7164
        if (g.TestEngineHookItems)
7165
        {
7166
            IM_ASSERT(window->IDStack.Size == 1);
7167
            window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself.
7168
            IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL);
7169
            IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);
7170
            window->IDStack.Size = 1;
7171
        }
7172
#endif
7173
7174
        // Decide if we are going to handle borders and resize grips
7175
0
        const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive);
7176
7177
        // Handle manual resize: Resize Grips, Borders, Gamepad
7178
0
        int border_hovered = -1, border_held = -1;
7179
0
        ImU32 resize_grip_col[4] = {};
7180
0
        const int resize_grip_count = (window->Flags & ImGuiWindowFlags_ChildWindow) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
7181
0
        const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
7182
0
        if (handle_borders_and_resize_grips && !window->Collapsed)
7183
0
            if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
7184
0
            {
7185
0
                if (auto_fit_mask & (1 << ImGuiAxis_X))
7186
0
                    use_current_size_for_scrollbar_x = true;
7187
0
                if (auto_fit_mask & (1 << ImGuiAxis_Y))
7188
0
                    use_current_size_for_scrollbar_y = true;
7189
0
            }
7190
0
        window->ResizeBorderHovered = (signed char)border_hovered;
7191
0
        window->ResizeBorderHeld = (signed char)border_held;
7192
7193
        // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either)
7194
0
        if (window->ViewportOwned)
7195
0
        {
7196
0
            if (!window->Viewport->PlatformRequestMove)
7197
0
                window->Viewport->Pos = window->Pos;
7198
0
            if (!window->Viewport->PlatformRequestResize)
7199
0
                window->Viewport->Size = window->Size;
7200
0
            window->Viewport->UpdateWorkRect();
7201
0
            viewport_rect = window->Viewport->GetMainRect();
7202
0
        }
7203
7204
        // Save last known viewport position within the window itself (so it can be saved in .ini file and restored)
7205
0
        window->ViewportPos = window->Viewport->Pos;
7206
7207
        // SCROLLBAR VISIBILITY
7208
7209
        // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
7210
0
        if (!window->Collapsed)
7211
0
        {
7212
            // When reading the current size we need to read it after size constraints have been applied.
7213
            // Intentionally use previous frame values for InnerRect and ScrollbarSizes.
7214
            // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet.
7215
0
            ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2));
7216
0
            ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame;
7217
0
            ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
7218
0
            float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
7219
0
            float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
7220
            //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
7221
0
            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
7222
0
            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
7223
0
            if (window->ScrollbarX && !window->ScrollbarY)
7224
0
                window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);
7225
0
            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
7226
7227
            // Amend the partially filled window->DecorationXXX values.
7228
0
            window->DecoOuterSizeX2 += window->ScrollbarSizes.x;
7229
0
            window->DecoOuterSizeY2 += window->ScrollbarSizes.y;
7230
0
        }
7231
7232
        // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
7233
        // Update various regions. Variables they depend on should be set above in this function.
7234
        // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
7235
7236
        // Outer rectangle
7237
        // Not affected by window border size. Used by:
7238
        // - FindHoveredWindow() (w/ extra padding when border resize is enabled)
7239
        // - Begin() initial clipping rect for drawing window background and borders.
7240
        // - Begin() clipping whole child
7241
0
        const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
7242
0
        const ImRect outer_rect = window->Rect();
7243
0
        const ImRect title_bar_rect = window->TitleBarRect();
7244
0
        window->OuterRectClipped = outer_rect;
7245
0
        if (window->DockIsActive)
7246
0
            window->OuterRectClipped.Min.y += window->TitleBarHeight();
7247
0
        window->OuterRectClipped.ClipWith(host_rect);
7248
7249
        // Inner rectangle
7250
        // Not affected by window border size. Used by:
7251
        // - InnerClipRect
7252
        // - ScrollToRectEx()
7253
        // - NavUpdatePageUpPageDown()
7254
        // - Scrollbar()
7255
0
        window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1;
7256
0
        window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1;
7257
0
        window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2;
7258
0
        window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2;
7259
7260
        // Inner clipping rectangle.
7261
        // Will extend a little bit outside the normal work region.
7262
        // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
7263
        // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
7264
        // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
7265
        // Affected by window/frame border size. Used by:
7266
        // - Begin() initial clip rect
7267
0
        float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
7268
0
        window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7269
0
        window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);
7270
0
        window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7271
0
        window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
7272
0
        window->InnerClipRect.ClipWithFull(host_rect);
7273
7274
        // Default item width. Make it proportional to window size if window manually resizes
7275
0
        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
7276
0
            window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f);
7277
0
        else
7278
0
            window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f);
7279
7280
        // SCROLLING
7281
7282
        // Lock down maximum scrolling
7283
        // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate
7284
        // for right/bottom aligned items without creating a scrollbar.
7285
0
        window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());
7286
0
        window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());
7287
7288
        // Apply scrolling
7289
0
        window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
7290
0
        window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
7291
0
        window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f;
7292
7293
        // DRAWING
7294
7295
        // Setup draw list and outer clipping rectangle
7296
0
        IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
7297
0
        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
7298
0
        PushClipRect(host_rect.Min, host_rect.Max, false);
7299
7300
        // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
7301
        // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
7302
        // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
7303
0
        const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible;
7304
0
        if (is_undocked_or_docked_visible)
7305
0
        {
7306
0
            bool render_decorations_in_parent = false;
7307
0
            if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
7308
0
            {
7309
                // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)
7310
                // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs
7311
0
                ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;
7312
0
                bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;
7313
0
                bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0);
7314
0
                if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping)
7315
0
                    render_decorations_in_parent = true;
7316
0
            }
7317
0
            if (render_decorations_in_parent)
7318
0
                window->DrawList = parent_window->DrawList;
7319
7320
            // Handle title bar, scrollbar, resize grips and resize borders
7321
0
            const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
7322
0
            const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode)));
7323
0
            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
7324
7325
0
            if (render_decorations_in_parent)
7326
0
                window->DrawList = &window->DrawListInst;
7327
0
        }
7328
7329
        // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
7330
7331
        // Work rectangle.
7332
        // Affected by window padding and border size. Used by:
7333
        // - Columns() for right-most edge
7334
        // - TreeNode(), CollapsingHeader() for right-most edge
7335
        // - BeginTabBar() for right-most edge
7336
0
        const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
7337
0
        const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
7338
0
        const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7339
0
        const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7340
0
        window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
7341
0
        window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
7342
0
        window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
7343
0
        window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
7344
0
        window->ParentWorkRect = window->WorkRect;
7345
7346
        // [LEGACY] Content Region
7347
        // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
7348
        // Unless explicit content size is specified by user, this currently represent the region leading to no scrolling.
7349
        // Used by:
7350
        // - Mouse wheel scrolling + many other things
7351
0
        window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1;
7352
0
        window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1;
7353
0
        window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7354
0
        window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7355
7356
        // Setup drawing context
7357
        // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
7358
0
        window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x;
7359
0
        window->DC.GroupOffset.x = 0.0f;
7360
0
        window->DC.ColumnsOffset.x = 0.0f;
7361
7362
        // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.
7363
        // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.
7364
0
        double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x;
7365
0
        double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1;
7366
0
        window->DC.CursorStartPos  = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y);
7367
0
        window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y));
7368
0
        window->DC.CursorPos = window->DC.CursorStartPos;
7369
0
        window->DC.CursorPosPrevLine = window->DC.CursorPos;
7370
0
        window->DC.CursorMaxPos = window->DC.CursorStartPos;
7371
0
        window->DC.IdealMaxPos = window->DC.CursorStartPos;
7372
0
        window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
7373
0
        window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
7374
0
        window->DC.IsSameLine = window->DC.IsSetPos = false;
7375
7376
0
        window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
7377
0
        window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
7378
0
        window->DC.NavLayersActiveMaskNext = 0x00;
7379
0
        window->DC.NavIsScrollPushableX = true;
7380
0
        window->DC.NavHideHighlightOneFrame = false;
7381
0
        window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f);
7382
7383
0
        window->DC.MenuBarAppending = false;
7384
0
        window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
7385
0
        window->DC.TreeDepth = 0;
7386
0
        window->DC.TreeJumpToParentOnPopMask = 0x00;
7387
0
        window->DC.ChildWindows.resize(0);
7388
0
        window->DC.StateStorage = &window->StateStorage;
7389
0
        window->DC.CurrentColumns = NULL;
7390
0
        window->DC.LayoutType = ImGuiLayoutType_Vertical;
7391
0
        window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
7392
7393
0
        window->DC.ItemWidth = window->ItemWidthDefault;
7394
0
        window->DC.TextWrapPos = -1.0f; // disabled
7395
0
        window->DC.ItemWidthStack.resize(0);
7396
0
        window->DC.TextWrapPosStack.resize(0);
7397
7398
0
        if (window->AutoFitFramesX > 0)
7399
0
            window->AutoFitFramesX--;
7400
0
        if (window->AutoFitFramesY > 0)
7401
0
            window->AutoFitFramesY--;
7402
7403
        // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
7404
        // We ImGuiFocusRequestFlags_UnlessBelowModal to:
7405
        // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed.
7406
        // - Position window behind the modal that is not a begin-parent of this window.
7407
0
        if (want_focus)
7408
0
            FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal);
7409
0
        if (want_focus && window == g.NavWindow)
7410
0
            NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
7411
7412
        // Close requested by platform window (apply to all windows in this viewport)
7413
0
        if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport())
7414
0
        {
7415
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name);
7416
0
            *p_open = false;
7417
0
            g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. // FIXME-NAV: Try removing.
7418
0
        }
7419
7420
        // Title bar
7421
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
7422
0
            RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
7423
7424
        // Clear hit test shape every frame
7425
0
        window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
7426
7427
        // Pressing CTRL+C while holding on a window copy its content to the clipboard
7428
        // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
7429
        // Maybe we can support CTRL+C on every element?
7430
        /*
7431
        //if (g.NavWindow == window && g.ActiveId == 0)
7432
        if (g.ActiveId == window->MoveId)
7433
            if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C))
7434
                LogToClipboard();
7435
        */
7436
7437
0
        if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)
7438
0
        {
7439
            // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source.
7440
            // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it.
7441
0
            if (g.MovingWindow == window && (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0)
7442
0
                BeginDockableDragDropSource(window);
7443
7444
            // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead.
7445
0
            if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking))
7446
0
                if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window)
7447
0
                    if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost))
7448
0
                        BeginDockableDragDropTarget(window);
7449
0
        }
7450
7451
        // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
7452
        // This is useful to allow creating context menus on title bar only, etc.
7453
0
        if (window->DockIsActive)
7454
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect);
7455
0
        else
7456
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
7457
7458
        // [DEBUG]
7459
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
7460
0
        if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId))
7461
0
            DebugLocateItemResolveWithLastItem();
7462
0
#endif
7463
7464
        // [Test Engine] Register title bar / tab with MoveId.
7465
#ifdef IMGUI_ENABLE_TEST_ENGINE
7466
        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
7467
            IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData);
7468
#endif
7469
0
    }
7470
0
    else
7471
0
    {
7472
        // Append
7473
0
        SetCurrentViewport(window, window->Viewport);
7474
0
        SetCurrentWindow(window);
7475
0
    }
7476
7477
0
    if (!(flags & ImGuiWindowFlags_DockNodeHost))
7478
0
        PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
7479
7480
    // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
7481
0
    window->WriteAccessed = false;
7482
0
    window->BeginCount++;
7483
0
    g.NextWindowData.ClearFlags();
7484
7485
    // Update visibility
7486
0
    if (first_begin_of_the_frame)
7487
0
    {
7488
        // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems.
7489
        // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents.
7490
        // This is analogous to regular windows being hidden from one frame.
7491
        // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed.
7492
0
        if (window->DockIsActive && !window->DockTabIsVisible)
7493
0
        {
7494
0
            if (window->LastFrameJustFocused == g.FrameCount)
7495
0
                window->HiddenFramesCannotSkipItems = 1;
7496
0
            else
7497
0
                window->HiddenFramesCanSkipItems = 1;
7498
0
        }
7499
7500
0
        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu))
7501
0
        {
7502
            // Child window can be out of sight and have "negative" clip windows.
7503
            // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
7504
0
            IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || window->DockIsActive);
7505
0
            const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
7506
0
            if (!g.LogEnabled && !nav_request)
7507
0
                if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
7508
0
                {
7509
0
                    if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
7510
0
                        window->HiddenFramesCannotSkipItems = 1;
7511
0
                    else
7512
0
                        window->HiddenFramesCanSkipItems = 1;
7513
0
                }
7514
7515
            // Hide along with parent or if parent is collapsed
7516
0
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
7517
0
                window->HiddenFramesCanSkipItems = 1;
7518
0
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
7519
0
                window->HiddenFramesCannotSkipItems = 1;
7520
0
        }
7521
7522
        // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
7523
0
        if (style.Alpha <= 0.0f)
7524
0
            window->HiddenFramesCanSkipItems = 1;
7525
7526
        // Update the Hidden flag
7527
0
        bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
7528
0
        window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0);
7529
7530
        // Disable inputs for requested number of frames
7531
0
        if (window->DisableInputsFrames > 0)
7532
0
        {
7533
0
            window->DisableInputsFrames--;
7534
0
            window->Flags |= ImGuiWindowFlags_NoInputs;
7535
0
        }
7536
7537
        // Update the SkipItems flag, used to early out of all items functions (no layout required)
7538
0
        bool skip_items = false;
7539
0
        if (window->Collapsed || !window->Active || hidden_regular)
7540
0
            if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
7541
0
                skip_items = true;
7542
0
        window->SkipItems = skip_items;
7543
7544
        // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value.
7545
0
        if (window->SkipItems)
7546
0
            window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask;
7547
7548
        // Sanity check: there are two spots which can set Appearing = true
7549
        // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false
7550
        // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert.
7551
0
        if (window->SkipItems && !window->Appearing)
7552
0
            IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177
7553
0
    }
7554
7555
    // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors.
7556
    // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing)
7557
0
    if (!window->IsFallbackWindow && ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)))
7558
0
    {
7559
0
        if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; }
7560
0
        if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; }
7561
0
        return false;
7562
0
    }
7563
7564
0
    return !window->SkipItems;
7565
0
}
7566
7567
void ImGui::End()
7568
0
{
7569
0
    ImGuiContext& g = *GImGui;
7570
0
    ImGuiWindow* window = g.CurrentWindow;
7571
7572
    // Error checking: verify that user hasn't called End() too many times!
7573
0
    if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)
7574
0
    {
7575
0
        IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");
7576
0
        return;
7577
0
    }
7578
0
    IM_ASSERT(g.CurrentWindowStack.Size > 0);
7579
7580
    // Error checking: verify that user doesn't directly call End() on a child window.
7581
0
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive)
7582
0
        IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
7583
7584
    // Close anything that is open
7585
0
    if (window->DC.CurrentColumns)
7586
0
        EndColumns();
7587
0
    if (!(window->Flags & ImGuiWindowFlags_DockNodeHost))   // Pop inner window clip rectangle
7588
0
        PopClipRect();
7589
0
    PopFocusScope();
7590
7591
    // Stop logging
7592
0
    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
7593
0
        LogFinish();
7594
7595
0
    if (window->DC.IsSetPos)
7596
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
7597
7598
    // Docking: report contents sizes to parent to allow for auto-resize
7599
0
    if (window->DockNode && window->DockTabIsVisible)
7600
0
        if (ImGuiWindow* host_window = window->DockNode->HostWindow)         // FIXME-DOCK
7601
0
            host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding;
7602
7603
    // Pop from window stack
7604
0
    g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;
7605
0
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
7606
0
        g.BeginMenuCount--;
7607
0
    if (window->Flags & ImGuiWindowFlags_Popup)
7608
0
        g.BeginPopupStack.pop_back();
7609
0
    g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithContextState(&g);
7610
0
    g.CurrentWindowStack.pop_back();
7611
0
    SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
7612
0
    if (g.CurrentWindow)
7613
0
        SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
7614
0
}
7615
7616
void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
7617
0
{
7618
0
    ImGuiContext& g = *GImGui;
7619
0
    IM_ASSERT(window == window->RootWindow);
7620
7621
0
    const int cur_order = window->FocusOrder;
7622
0
    IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
7623
0
    if (g.WindowsFocusOrder.back() == window)
7624
0
        return;
7625
7626
0
    const int new_order = g.WindowsFocusOrder.Size - 1;
7627
0
    for (int n = cur_order; n < new_order; n++)
7628
0
    {
7629
0
        g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
7630
0
        g.WindowsFocusOrder[n]->FocusOrder--;
7631
0
        IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
7632
0
    }
7633
0
    g.WindowsFocusOrder[new_order] = window;
7634
0
    window->FocusOrder = (short)new_order;
7635
0
}
7636
7637
void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
7638
0
{
7639
0
    ImGuiContext& g = *GImGui;
7640
0
    ImGuiWindow* current_front_window = g.Windows.back();
7641
0
    if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better)
7642
0
        return;
7643
0
    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
7644
0
        if (g.Windows[i] == window)
7645
0
        {
7646
0
            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
7647
0
            g.Windows[g.Windows.Size - 1] = window;
7648
0
            break;
7649
0
        }
7650
0
}
7651
7652
void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
7653
0
{
7654
0
    ImGuiContext& g = *GImGui;
7655
0
    if (g.Windows[0] == window)
7656
0
        return;
7657
0
    for (int i = 0; i < g.Windows.Size; i++)
7658
0
        if (g.Windows[i] == window)
7659
0
        {
7660
0
            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
7661
0
            g.Windows[0] = window;
7662
0
            break;
7663
0
        }
7664
0
}
7665
7666
void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
7667
0
{
7668
0
    IM_ASSERT(window != NULL && behind_window != NULL);
7669
0
    ImGuiContext& g = *GImGui;
7670
0
    window = window->RootWindow;
7671
0
    behind_window = behind_window->RootWindow;
7672
0
    int pos_wnd = FindWindowDisplayIndex(window);
7673
0
    int pos_beh = FindWindowDisplayIndex(behind_window);
7674
0
    if (pos_wnd < pos_beh)
7675
0
    {
7676
0
        size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
7677
0
        memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
7678
0
        g.Windows[pos_beh - 1] = window;
7679
0
    }
7680
0
    else
7681
0
    {
7682
0
        size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
7683
0
        memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
7684
0
        g.Windows[pos_beh] = window;
7685
0
    }
7686
0
}
7687
7688
int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
7689
0
{
7690
0
    ImGuiContext& g = *GImGui;
7691
0
    return g.Windows.index_from_ptr(g.Windows.find(window));
7692
0
}
7693
7694
// Moving window to front of display and set focus (which happens to be back of our sorted list)
7695
void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags)
7696
0
{
7697
0
    ImGuiContext& g = *GImGui;
7698
7699
    // Modal check?
7700
0
    if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case.
7701
0
        if (ImGuiWindow* blocking_modal = FindBlockingModal(window))
7702
0
        {
7703
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "<NULL>", blocking_modal->Name);
7704
0
            if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7705
0
                BringWindowToDisplayBehind(window, blocking_modal); // Still bring to right below modal.
7706
0
            return;
7707
0
        }
7708
7709
    // Find last focused child (if any) and focus it instead.
7710
0
    if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL)
7711
0
        window = NavRestoreLastChildNavWindow(window);
7712
7713
    // Apply focus
7714
0
    if (g.NavWindow != window)
7715
0
    {
7716
0
        SetNavWindow(window);
7717
0
        if (window && g.NavDisableMouseHover)
7718
0
            g.NavMousePosDirty = true;
7719
0
        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
7720
0
        g.NavLayer = ImGuiNavLayer_Main;
7721
0
        g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0;
7722
0
        g.NavIdIsAlive = false;
7723
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
7724
7725
        // Close popups if any
7726
0
        ClosePopupsOverWindow(window, false);
7727
0
    }
7728
7729
    // Move the root window to the top of the pile
7730
0
    IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL);
7731
0
    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL;
7732
0
    ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL;
7733
0
    ImGuiDockNode* dock_node = window ? window->DockNode : NULL;
7734
0
    bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow);
7735
7736
    // Steal active widgets. Some of the cases it triggers includes:
7737
    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
7738
    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
7739
    // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window.
7740
0
    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
7741
0
        if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host)
7742
0
            ClearActiveID();
7743
7744
    // Passing NULL allow to disable keyboard focus
7745
0
    if (!window)
7746
0
        return;
7747
0
    window->LastFrameJustFocused = g.FrameCount;
7748
7749
    // Select in dock node
7750
    // For #2304 we avoid applying focus immediately before the tabbar is visible.
7751
    //if (dock_node && dock_node->TabBar)
7752
    //    dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId;
7753
7754
    // Bring to front
7755
0
    BringWindowToFocusFront(focus_front_window);
7756
0
    if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7757
0
        BringWindowToDisplayFront(display_front_window);
7758
0
}
7759
7760
void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags)
7761
0
{
7762
0
    ImGuiContext& g = *GImGui;
7763
0
    int start_idx = g.WindowsFocusOrder.Size - 1;
7764
0
    if (under_this_window != NULL)
7765
0
    {
7766
        // Aim at root window behind us, if we are in a child window that's our own root (see #4640)
7767
0
        int offset = -1;
7768
0
        while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
7769
0
        {
7770
0
            under_this_window = under_this_window->ParentWindow;
7771
0
            offset = 0;
7772
0
        }
7773
0
        start_idx = FindWindowFocusIndex(under_this_window) + offset;
7774
0
    }
7775
0
    for (int i = start_idx; i >= 0; i--)
7776
0
    {
7777
        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
7778
0
        ImGuiWindow* window = g.WindowsFocusOrder[i];
7779
0
        if (window == ignore_window || !window->WasActive)
7780
0
            continue;
7781
0
        if (filter_viewport != NULL && window->Viewport != filter_viewport)
7782
0
            continue;
7783
0
        if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
7784
0
        {
7785
            // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set...
7786
            // This is failing (lagging by one frame) for docked windows.
7787
            // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B.
7788
            // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update)
7789
            // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself?
7790
0
            FocusWindow(window, flags);
7791
0
            return;
7792
0
        }
7793
0
    }
7794
0
    FocusWindow(NULL, flags);
7795
0
}
7796
7797
// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.
7798
void ImGui::SetCurrentFont(ImFont* font)
7799
0
{
7800
0
    ImGuiContext& g = *GImGui;
7801
0
    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
7802
0
    IM_ASSERT(font->Scale > 0.0f);
7803
0
    g.Font = font;
7804
0
    g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
7805
0
    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
7806
7807
0
    ImFontAtlas* atlas = g.Font->ContainerAtlas;
7808
0
    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
7809
0
    g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
7810
0
    g.DrawListSharedData.Font = g.Font;
7811
0
    g.DrawListSharedData.FontSize = g.FontSize;
7812
0
}
7813
7814
void ImGui::PushFont(ImFont* font)
7815
0
{
7816
0
    ImGuiContext& g = *GImGui;
7817
0
    if (!font)
7818
0
        font = GetDefaultFont();
7819
0
    SetCurrentFont(font);
7820
0
    g.FontStack.push_back(font);
7821
0
    g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
7822
0
}
7823
7824
void  ImGui::PopFont()
7825
0
{
7826
0
    ImGuiContext& g = *GImGui;
7827
0
    g.CurrentWindow->DrawList->PopTextureID();
7828
0
    g.FontStack.pop_back();
7829
0
    SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
7830
0
}
7831
7832
void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
7833
0
{
7834
0
    ImGuiContext& g = *GImGui;
7835
0
    ImGuiItemFlags item_flags = g.CurrentItemFlags;
7836
0
    IM_ASSERT(item_flags == g.ItemFlagsStack.back());
7837
0
    if (enabled)
7838
0
        item_flags |= option;
7839
0
    else
7840
0
        item_flags &= ~option;
7841
0
    g.CurrentItemFlags = item_flags;
7842
0
    g.ItemFlagsStack.push_back(item_flags);
7843
0
}
7844
7845
void ImGui::PopItemFlag()
7846
0
{
7847
0
    ImGuiContext& g = *GImGui;
7848
0
    IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.
7849
0
    g.ItemFlagsStack.pop_back();
7850
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7851
0
}
7852
7853
// BeginDisabled()/EndDisabled()
7854
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
7855
// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.
7856
// - Feedback welcome at https://github.com/ocornut/imgui/issues/211
7857
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
7858
// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag()
7859
void ImGui::BeginDisabled(bool disabled)
7860
0
{
7861
0
    ImGuiContext& g = *GImGui;
7862
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7863
0
    if (!was_disabled && disabled)
7864
0
    {
7865
0
        g.DisabledAlphaBackup = g.Style.Alpha;
7866
0
        g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);
7867
0
    }
7868
0
    if (was_disabled || disabled)
7869
0
        g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
7870
0
    g.ItemFlagsStack.push_back(g.CurrentItemFlags);
7871
0
    g.DisabledStackSize++;
7872
0
}
7873
7874
void ImGui::EndDisabled()
7875
0
{
7876
0
    ImGuiContext& g = *GImGui;
7877
0
    IM_ASSERT(g.DisabledStackSize > 0);
7878
0
    g.DisabledStackSize--;
7879
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7880
    //PopItemFlag();
7881
0
    g.ItemFlagsStack.pop_back();
7882
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7883
0
    if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)
7884
0
        g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();
7885
0
}
7886
7887
void ImGui::PushTabStop(bool tab_stop)
7888
0
{
7889
0
    PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop);
7890
0
}
7891
7892
void ImGui::PopTabStop()
7893
0
{
7894
0
    PopItemFlag();
7895
0
}
7896
7897
void ImGui::PushButtonRepeat(bool repeat)
7898
0
{
7899
0
    PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
7900
0
}
7901
7902
void ImGui::PopButtonRepeat()
7903
0
{
7904
0
    PopItemFlag();
7905
0
}
7906
7907
void ImGui::PushTextWrapPos(float wrap_pos_x)
7908
0
{
7909
0
    ImGuiWindow* window = GetCurrentWindow();
7910
0
    window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);
7911
0
    window->DC.TextWrapPos = wrap_pos_x;
7912
0
}
7913
7914
void ImGui::PopTextWrapPos()
7915
0
{
7916
0
    ImGuiWindow* window = GetCurrentWindow();
7917
0
    window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();
7918
0
    window->DC.TextWrapPosStack.pop_back();
7919
0
}
7920
7921
static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy)
7922
0
{
7923
0
    ImGuiWindow* last_window = NULL;
7924
0
    while (last_window != window)
7925
0
    {
7926
0
        last_window = window;
7927
0
        window = window->RootWindow;
7928
0
        if (popup_hierarchy)
7929
0
            window = window->RootWindowPopupTree;
7930
0
    if (dock_hierarchy)
7931
0
      window = window->RootWindowDockTree;
7932
0
  }
7933
0
    return window;
7934
0
}
7935
7936
bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy)
7937
0
{
7938
0
    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy);
7939
0
    if (window_root == potential_parent)
7940
0
        return true;
7941
0
    while (window != NULL)
7942
0
    {
7943
0
        if (window == potential_parent)
7944
0
            return true;
7945
0
        if (window == window_root) // end of chain
7946
0
            return false;
7947
0
        window = window->ParentWindow;
7948
0
    }
7949
0
    return false;
7950
0
}
7951
7952
bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
7953
0
{
7954
0
    if (window->RootWindow == potential_parent)
7955
0
        return true;
7956
0
    while (window != NULL)
7957
0
    {
7958
0
        if (window == potential_parent)
7959
0
            return true;
7960
0
        window = window->ParentWindowInBeginStack;
7961
0
    }
7962
0
    return false;
7963
0
}
7964
7965
bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
7966
0
{
7967
0
    ImGuiContext& g = *GImGui;
7968
7969
    // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array
7970
0
    const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);
7971
0
    if (display_layer_delta != 0)
7972
0
        return display_layer_delta > 0;
7973
7974
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
7975
0
    {
7976
0
        ImGuiWindow* candidate_window = g.Windows[i];
7977
0
        if (candidate_window == potential_above)
7978
0
            return true;
7979
0
        if (candidate_window == potential_below)
7980
0
            return false;
7981
0
    }
7982
0
    return false;
7983
0
}
7984
7985
// Is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options.
7986
// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app,
7987
// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that!
7988
// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
7989
bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
7990
0
{
7991
0
    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0 && "Invalid flags for IsWindowHovered()!");
7992
7993
0
    ImGuiContext& g = *GImGui;
7994
0
    ImGuiWindow* ref_window = g.HoveredWindow;
7995
0
    ImGuiWindow* cur_window = g.CurrentWindow;
7996
0
    if (ref_window == NULL)
7997
0
        return false;
7998
7999
0
    if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)
8000
0
    {
8001
0
        IM_ASSERT(cur_window); // Not inside a Begin()/End()
8002
0
        const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;
8003
0
        const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0;
8004
0
        if (flags & ImGuiHoveredFlags_RootWindow)
8005
0
            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
8006
8007
0
        bool result;
8008
0
        if (flags & ImGuiHoveredFlags_ChildWindows)
8009
0
            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
8010
0
        else
8011
0
            result = (ref_window == cur_window);
8012
0
        if (!result)
8013
0
            return false;
8014
0
    }
8015
8016
0
    if (!IsWindowContentHoverable(ref_window, flags))
8017
0
        return false;
8018
0
    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
8019
0
        if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)
8020
0
            return false;
8021
8022
    // When changing hovered window we requires a bit of stationary delay before activating hover timer.
8023
    // FIXME: We don't support delay other than stationary one for now, other delay would need a way
8024
    // to fullfill the possibility that multiple IsWindowHovered() with varying flag could return true
8025
    // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache.
8026
    // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow.
8027
0
    if (flags & ImGuiHoveredFlags_ForTooltip)
8028
0
        flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse);
8029
0
    if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID)
8030
0
        return false;
8031
8032
0
    return true;
8033
0
}
8034
8035
bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
8036
0
{
8037
0
    ImGuiContext& g = *GImGui;
8038
0
    ImGuiWindow* ref_window = g.NavWindow;
8039
0
    ImGuiWindow* cur_window = g.CurrentWindow;
8040
8041
0
    if (ref_window == NULL)
8042
0
        return false;
8043
0
    if (flags & ImGuiFocusedFlags_AnyWindow)
8044
0
        return true;
8045
8046
0
    IM_ASSERT(cur_window); // Not inside a Begin()/End()
8047
0
    const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
8048
0
    const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0;
8049
0
    if (flags & ImGuiHoveredFlags_RootWindow)
8050
0
        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
8051
8052
0
    if (flags & ImGuiHoveredFlags_ChildWindows)
8053
0
        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
8054
0
    else
8055
0
        return (ref_window == cur_window);
8056
0
}
8057
8058
ImGuiID ImGui::GetWindowDockID()
8059
0
{
8060
0
    ImGuiContext& g = *GImGui;
8061
0
    return g.CurrentWindow->DockId;
8062
0
}
8063
8064
bool ImGui::IsWindowDocked()
8065
0
{
8066
0
    ImGuiContext& g = *GImGui;
8067
0
    return g.CurrentWindow->DockIsActive;
8068
0
}
8069
8070
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
8071
// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
8072
// If you want a window to never be focused, you may use the e.g. NoInputs flag.
8073
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
8074
0
{
8075
0
    return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
8076
0
}
8077
8078
float ImGui::GetWindowWidth()
8079
0
{
8080
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8081
0
    return window->Size.x;
8082
0
}
8083
8084
float ImGui::GetWindowHeight()
8085
0
{
8086
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8087
0
    return window->Size.y;
8088
0
}
8089
8090
ImVec2 ImGui::GetWindowPos()
8091
0
{
8092
0
    ImGuiContext& g = *GImGui;
8093
0
    ImGuiWindow* window = g.CurrentWindow;
8094
0
    return window->Pos;
8095
0
}
8096
8097
void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
8098
0
{
8099
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8100
0
    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
8101
0
        return;
8102
8103
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8104
0
    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8105
0
    window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);
8106
8107
    // Set
8108
0
    const ImVec2 old_pos = window->Pos;
8109
0
    window->Pos = ImTrunc(pos);
8110
0
    ImVec2 offset = window->Pos - old_pos;
8111
0
    if (offset.x == 0.0f && offset.y == 0.0f)
8112
0
        return;
8113
0
    MarkIniSettingsDirty(window);
8114
    // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here.
8115
0
    window->DC.CursorPos += offset;         // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
8116
0
    window->DC.CursorMaxPos += offset;      // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
8117
0
    window->DC.IdealMaxPos += offset;
8118
0
    window->DC.CursorStartPos += offset;
8119
0
}
8120
8121
void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
8122
0
{
8123
0
    ImGuiWindow* window = GetCurrentWindowRead();
8124
0
    SetWindowPos(window, pos, cond);
8125
0
}
8126
8127
void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)
8128
0
{
8129
0
    if (ImGuiWindow* window = FindWindowByName(name))
8130
0
        SetWindowPos(window, pos, cond);
8131
0
}
8132
8133
ImVec2 ImGui::GetWindowSize()
8134
0
{
8135
0
    ImGuiWindow* window = GetCurrentWindowRead();
8136
0
    return window->Size;
8137
0
}
8138
8139
void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
8140
0
{
8141
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8142
0
    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
8143
0
        return;
8144
8145
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8146
0
    window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8147
8148
    // Enable auto-fit (not done in BeginChild() path unless appearing or combined with ImGuiChildFlags_AlwaysAutoResize)
8149
0
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0)
8150
0
        window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0;
8151
0
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0)
8152
0
        window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0;
8153
8154
    // Set
8155
0
    ImVec2 old_size = window->SizeFull;
8156
0
    if (size.x <= 0.0f)
8157
0
        window->AutoFitOnlyGrows = false;
8158
0
    else
8159
0
        window->SizeFull.x = IM_TRUNC(size.x);
8160
0
    if (size.y <= 0.0f)
8161
0
        window->AutoFitOnlyGrows = false;
8162
0
    else
8163
0
        window->SizeFull.y = IM_TRUNC(size.y);
8164
0
    if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
8165
0
        MarkIniSettingsDirty(window);
8166
0
}
8167
8168
void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
8169
0
{
8170
0
    SetWindowSize(GImGui->CurrentWindow, size, cond);
8171
0
}
8172
8173
void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
8174
0
{
8175
0
    if (ImGuiWindow* window = FindWindowByName(name))
8176
0
        SetWindowSize(window, size, cond);
8177
0
}
8178
8179
void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
8180
0
{
8181
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8182
0
    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
8183
0
        return;
8184
0
    window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8185
8186
    // Set
8187
0
    window->Collapsed = collapsed;
8188
0
}
8189
8190
void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
8191
0
{
8192
0
    IM_ASSERT(window->HitTestHoleSize.x == 0);     // We don't support multiple holes/hit test filters
8193
0
    window->HitTestHoleSize = ImVec2ih(size);
8194
0
    window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);
8195
0
}
8196
8197
void ImGui::SetWindowHiddendAndSkipItemsForCurrentFrame(ImGuiWindow* window)
8198
0
{
8199
0
    window->Hidden = window->SkipItems = true;
8200
0
    window->HiddenFramesCanSkipItems = 1;
8201
0
}
8202
8203
void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
8204
0
{
8205
0
    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
8206
0
}
8207
8208
bool ImGui::IsWindowCollapsed()
8209
0
{
8210
0
    ImGuiWindow* window = GetCurrentWindowRead();
8211
0
    return window->Collapsed;
8212
0
}
8213
8214
bool ImGui::IsWindowAppearing()
8215
0
{
8216
0
    ImGuiWindow* window = GetCurrentWindowRead();
8217
0
    return window->Appearing;
8218
0
}
8219
8220
void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
8221
0
{
8222
0
    if (ImGuiWindow* window = FindWindowByName(name))
8223
0
        SetWindowCollapsed(window, collapsed, cond);
8224
0
}
8225
8226
void ImGui::SetWindowFocus()
8227
0
{
8228
0
    FocusWindow(GImGui->CurrentWindow);
8229
0
}
8230
8231
void ImGui::SetWindowFocus(const char* name)
8232
0
{
8233
0
    if (name)
8234
0
    {
8235
0
        if (ImGuiWindow* window = FindWindowByName(name))
8236
0
            FocusWindow(window);
8237
0
    }
8238
0
    else
8239
0
    {
8240
0
        FocusWindow(NULL);
8241
0
    }
8242
0
}
8243
8244
void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
8245
0
{
8246
0
    ImGuiContext& g = *GImGui;
8247
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8248
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;
8249
0
    g.NextWindowData.PosVal = pos;
8250
0
    g.NextWindowData.PosPivotVal = pivot;
8251
0
    g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
8252
0
    g.NextWindowData.PosUndock = true;
8253
0
}
8254
8255
void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
8256
0
{
8257
0
    ImGuiContext& g = *GImGui;
8258
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8259
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;
8260
0
    g.NextWindowData.SizeVal = size;
8261
0
    g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
8262
0
}
8263
8264
// For each axis:
8265
// - Use 0.0f as min or FLT_MAX as max if you don't want limits, e.g. size_min = (500.0f, 0.0f), size_max = (FLT_MAX, FLT_MAX) sets a minimum width.
8266
// - Use -1 for both min and max of same axis to preserve current size which itself is a constraint.
8267
// - See "Demo->Examples->Constrained-resizing window" for examples.
8268
void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
8269
0
{
8270
0
    ImGuiContext& g = *GImGui;
8271
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
8272
0
    g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
8273
0
    g.NextWindowData.SizeCallback = custom_callback;
8274
0
    g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
8275
0
}
8276
8277
// Content size = inner scrollable rectangle, padded with WindowPadding.
8278
// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
8279
void ImGui::SetNextWindowContentSize(const ImVec2& size)
8280
0
{
8281
0
    ImGuiContext& g = *GImGui;
8282
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
8283
0
    g.NextWindowData.ContentSizeVal = ImTrunc(size);
8284
0
}
8285
8286
void ImGui::SetNextWindowScroll(const ImVec2& scroll)
8287
0
{
8288
0
    ImGuiContext& g = *GImGui;
8289
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;
8290
0
    g.NextWindowData.ScrollVal = scroll;
8291
0
}
8292
8293
void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
8294
0
{
8295
0
    ImGuiContext& g = *GImGui;
8296
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8297
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;
8298
0
    g.NextWindowData.CollapsedVal = collapsed;
8299
0
    g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
8300
0
}
8301
8302
void ImGui::SetNextWindowFocus()
8303
0
{
8304
0
    ImGuiContext& g = *GImGui;
8305
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;
8306
0
}
8307
8308
void ImGui::SetNextWindowBgAlpha(float alpha)
8309
0
{
8310
0
    ImGuiContext& g = *GImGui;
8311
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;
8312
0
    g.NextWindowData.BgAlphaVal = alpha;
8313
0
}
8314
8315
void ImGui::SetNextWindowViewport(ImGuiID id)
8316
0
{
8317
0
    ImGuiContext& g = *GImGui;
8318
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport;
8319
0
    g.NextWindowData.ViewportId = id;
8320
0
}
8321
8322
void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond)
8323
0
{
8324
0
    ImGuiContext& g = *GImGui;
8325
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock;
8326
0
    g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always;
8327
0
    g.NextWindowData.DockId = id;
8328
0
}
8329
8330
void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class)
8331
0
{
8332
0
    ImGuiContext& g = *GImGui;
8333
0
    IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit
8334
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass;
8335
0
    g.NextWindowData.WindowClass = *window_class;
8336
0
}
8337
8338
ImDrawList* ImGui::GetWindowDrawList()
8339
0
{
8340
0
    ImGuiWindow* window = GetCurrentWindow();
8341
0
    return window->DrawList;
8342
0
}
8343
8344
float ImGui::GetWindowDpiScale()
8345
0
{
8346
0
    ImGuiContext& g = *GImGui;
8347
0
    return g.CurrentDpiScale;
8348
0
}
8349
8350
ImGuiViewport* ImGui::GetWindowViewport()
8351
0
{
8352
0
    ImGuiContext& g = *GImGui;
8353
0
    IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport);
8354
0
    return g.CurrentViewport;
8355
0
}
8356
8357
ImFont* ImGui::GetFont()
8358
0
{
8359
0
    return GImGui->Font;
8360
0
}
8361
8362
float ImGui::GetFontSize()
8363
0
{
8364
0
    return GImGui->FontSize;
8365
0
}
8366
8367
ImVec2 ImGui::GetFontTexUvWhitePixel()
8368
0
{
8369
0
    return GImGui->DrawListSharedData.TexUvWhitePixel;
8370
0
}
8371
8372
void ImGui::SetWindowFontScale(float scale)
8373
0
{
8374
0
    IM_ASSERT(scale > 0.0f);
8375
0
    ImGuiContext& g = *GImGui;
8376
0
    ImGuiWindow* window = GetCurrentWindow();
8377
0
    window->FontWindowScale = scale;
8378
0
    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
8379
0
}
8380
8381
void ImGui::PushFocusScope(ImGuiID id)
8382
0
{
8383
0
    ImGuiContext& g = *GImGui;
8384
0
    g.FocusScopeStack.push_back(id);
8385
0
    g.CurrentFocusScopeId = id;
8386
0
}
8387
8388
void ImGui::PopFocusScope()
8389
0
{
8390
0
    ImGuiContext& g = *GImGui;
8391
0
    IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?
8392
0
    g.FocusScopeStack.pop_back();
8393
0
    g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back() : 0;
8394
0
}
8395
8396
// Focus = move navigation cursor, set scrolling, set focus window.
8397
void ImGui::FocusItem()
8398
0
{
8399
0
    ImGuiContext& g = *GImGui;
8400
0
    ImGuiWindow* window = g.CurrentWindow;
8401
0
    IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name);
8402
0
    if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this?
8403
0
    {
8404
0
        IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n");
8405
0
        return;
8406
0
    }
8407
8408
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight | ImGuiNavMoveFlags_NoSelect;
8409
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8410
0
    SetNavWindow(window);
8411
0
    NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags);
8412
0
    NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8413
0
}
8414
8415
void ImGui::ActivateItemByID(ImGuiID id)
8416
0
{
8417
0
    ImGuiContext& g = *GImGui;
8418
0
    g.NavNextActivateId = id;
8419
0
    g.NavNextActivateFlags = ImGuiActivateFlags_None;
8420
0
}
8421
8422
// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!
8423
// But ActivateItem() should function without altering scroll/focus?
8424
void ImGui::SetKeyboardFocusHere(int offset)
8425
0
{
8426
0
    ImGuiContext& g = *GImGui;
8427
0
    ImGuiWindow* window = g.CurrentWindow;
8428
0
    IM_ASSERT(offset >= -1);    // -1 is allowed but not below
8429
0
    IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
8430
8431
    // It makes sense in the vast majority of cases to never interrupt a drag and drop.
8432
    // When we refactor this function into ActivateItem() we may want to make this an option.
8433
    // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but
8434
    // is also automatically dropped in the event g.ActiveId is stolen.
8435
0
    if (g.DragDropActive || g.MovingWindow != NULL)
8436
0
    {
8437
0
        IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n");
8438
0
        return;
8439
0
    }
8440
8441
0
    SetNavWindow(window);
8442
8443
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight;
8444
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8445
0
    NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
8446
0
    if (offset == -1)
8447
0
    {
8448
0
        NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8449
0
    }
8450
0
    else
8451
0
    {
8452
0
        g.NavTabbingDir = 1;
8453
0
        g.NavTabbingCounter = offset + 1;
8454
0
    }
8455
0
}
8456
8457
void ImGui::SetItemDefaultFocus()
8458
0
{
8459
0
    ImGuiContext& g = *GImGui;
8460
0
    ImGuiWindow* window = g.CurrentWindow;
8461
0
    if (!window->Appearing)
8462
0
        return;
8463
0
    if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent)
8464
0
        return;
8465
8466
0
    g.NavInitRequest = false;
8467
0
    NavApplyItemToResult(&g.NavInitResult);
8468
0
    NavUpdateAnyRequestFlag();
8469
8470
    // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll)
8471
0
    if (!window->ClipRect.Contains(g.LastItemData.Rect))
8472
0
        ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);
8473
0
}
8474
8475
void ImGui::SetStateStorage(ImGuiStorage* tree)
8476
0
{
8477
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8478
0
    window->DC.StateStorage = tree ? tree : &window->StateStorage;
8479
0
}
8480
8481
ImGuiStorage* ImGui::GetStateStorage()
8482
0
{
8483
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8484
0
    return window->DC.StateStorage;
8485
0
}
8486
8487
void ImGui::PushID(const char* str_id)
8488
0
{
8489
0
    ImGuiContext& g = *GImGui;
8490
0
    ImGuiWindow* window = g.CurrentWindow;
8491
0
    ImGuiID id = window->GetID(str_id);
8492
0
    window->IDStack.push_back(id);
8493
0
}
8494
8495
void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
8496
0
{
8497
0
    ImGuiContext& g = *GImGui;
8498
0
    ImGuiWindow* window = g.CurrentWindow;
8499
0
    ImGuiID id = window->GetID(str_id_begin, str_id_end);
8500
0
    window->IDStack.push_back(id);
8501
0
}
8502
8503
void ImGui::PushID(const void* ptr_id)
8504
0
{
8505
0
    ImGuiContext& g = *GImGui;
8506
0
    ImGuiWindow* window = g.CurrentWindow;
8507
0
    ImGuiID id = window->GetID(ptr_id);
8508
0
    window->IDStack.push_back(id);
8509
0
}
8510
8511
void ImGui::PushID(int int_id)
8512
0
{
8513
0
    ImGuiContext& g = *GImGui;
8514
0
    ImGuiWindow* window = g.CurrentWindow;
8515
0
    ImGuiID id = window->GetID(int_id);
8516
0
    window->IDStack.push_back(id);
8517
0
}
8518
8519
// Push a given id value ignoring the ID stack as a seed.
8520
void ImGui::PushOverrideID(ImGuiID id)
8521
0
{
8522
0
    ImGuiContext& g = *GImGui;
8523
0
    ImGuiWindow* window = g.CurrentWindow;
8524
0
    if (g.DebugHookIdInfo == id)
8525
0
        DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);
8526
0
    window->IDStack.push_back(id);
8527
0
}
8528
8529
// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call
8530
// (note that when using this pattern, ID Stack Tool will tend to not display the intermediate stack level.
8531
//  for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)
8532
ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
8533
0
{
8534
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
8535
0
    ImGuiContext& g = *GImGui;
8536
0
    if (g.DebugHookIdInfo == id)
8537
0
        DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
8538
0
    return id;
8539
0
}
8540
8541
ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed)
8542
0
{
8543
0
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
8544
0
    ImGuiContext& g = *GImGui;
8545
0
    if (g.DebugHookIdInfo == id)
8546
0
        DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
8547
0
    return id;
8548
0
}
8549
8550
void ImGui::PopID()
8551
0
{
8552
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8553
0
    IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?
8554
0
    window->IDStack.pop_back();
8555
0
}
8556
8557
ImGuiID ImGui::GetID(const char* str_id)
8558
0
{
8559
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8560
0
    return window->GetID(str_id);
8561
0
}
8562
8563
ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
8564
0
{
8565
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8566
0
    return window->GetID(str_id_begin, str_id_end);
8567
0
}
8568
8569
ImGuiID ImGui::GetID(const void* ptr_id)
8570
0
{
8571
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8572
0
    return window->GetID(ptr_id);
8573
0
}
8574
8575
bool ImGui::IsRectVisible(const ImVec2& size)
8576
0
{
8577
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8578
0
    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
8579
0
}
8580
8581
bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
8582
0
{
8583
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8584
0
    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
8585
0
}
8586
8587
8588
//-----------------------------------------------------------------------------
8589
// [SECTION] INPUTS
8590
//-----------------------------------------------------------------------------
8591
// - GetKeyData() [Internal]
8592
// - GetKeyIndex() [Internal]
8593
// - GetKeyName()
8594
// - GetKeyChordName() [Internal]
8595
// - CalcTypematicRepeatAmount() [Internal]
8596
// - GetTypematicRepeatRate() [Internal]
8597
// - GetKeyPressedAmount() [Internal]
8598
// - GetKeyMagnitude2d() [Internal]
8599
//-----------------------------------------------------------------------------
8600
// - UpdateKeyRoutingTable() [Internal]
8601
// - GetRoutingIdFromOwnerId() [Internal]
8602
// - GetShortcutRoutingData() [Internal]
8603
// - CalcRoutingScore() [Internal]
8604
// - SetShortcutRouting() [Internal]
8605
// - TestShortcutRouting() [Internal]
8606
//-----------------------------------------------------------------------------
8607
// - IsKeyDown()
8608
// - IsKeyPressed()
8609
// - IsKeyReleased()
8610
//-----------------------------------------------------------------------------
8611
// - IsMouseDown()
8612
// - IsMouseClicked()
8613
// - IsMouseReleased()
8614
// - IsMouseDoubleClicked()
8615
// - GetMouseClickedCount()
8616
// - IsMouseHoveringRect() [Internal]
8617
// - IsMouseDragPastThreshold() [Internal]
8618
// - IsMouseDragging()
8619
// - GetMousePos()
8620
// - SetMousePos() [Internal]
8621
// - GetMousePosOnOpeningCurrentPopup()
8622
// - IsMousePosValid()
8623
// - IsAnyMouseDown()
8624
// - GetMouseDragDelta()
8625
// - ResetMouseDragDelta()
8626
// - GetMouseCursor()
8627
// - SetMouseCursor()
8628
//-----------------------------------------------------------------------------
8629
// - UpdateAliasKey()
8630
// - GetMergedModsFromKeys()
8631
// - UpdateKeyboardInputs()
8632
// - UpdateMouseInputs()
8633
//-----------------------------------------------------------------------------
8634
// - LockWheelingWindow [Internal]
8635
// - FindBestWheelingWindow [Internal]
8636
// - UpdateMouseWheel() [Internal]
8637
//-----------------------------------------------------------------------------
8638
// - SetNextFrameWantCaptureKeyboard()
8639
// - SetNextFrameWantCaptureMouse()
8640
//-----------------------------------------------------------------------------
8641
// - GetInputSourceName() [Internal]
8642
// - DebugPrintInputEvent() [Internal]
8643
// - UpdateInputEvents() [Internal]
8644
//-----------------------------------------------------------------------------
8645
// - GetKeyOwner() [Internal]
8646
// - TestKeyOwner() [Internal]
8647
// - SetKeyOwner() [Internal]
8648
// - SetItemKeyOwner() [Internal]
8649
// - Shortcut() [Internal]
8650
//-----------------------------------------------------------------------------
8651
8652
ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key)
8653
0
{
8654
0
    ImGuiContext& g = *ctx;
8655
8656
    // Special storage location for mods
8657
0
    if (key & ImGuiMod_Mask_)
8658
0
        key = ConvertSingleModFlagToKey(ctx, key);
8659
8660
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8661
    IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
8662
    if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1)
8663
        key = (ImGuiKey)g.IO.KeyMap[key];  // Remap native->imgui or imgui->native
8664
#else
8665
0
    IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
8666
0
#endif
8667
0
    return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET];
8668
0
}
8669
8670
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8671
ImGuiKey ImGui::GetKeyIndex(ImGuiKey key)
8672
{
8673
    ImGuiContext& g = *GImGui;
8674
    IM_ASSERT(IsNamedKey(key));
8675
    const ImGuiKeyData* key_data = GetKeyData(key);
8676
    return (ImGuiKey)(key_data - g.IO.KeysData);
8677
}
8678
#endif
8679
8680
// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
8681
static const char* const GKeyNames[] =
8682
{
8683
    "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",
8684
    "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape",
8685
    "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu",
8686
    "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H",
8687
    "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
8688
    "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",
8689
    "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24",
8690
    "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket",
8691
    "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",
8692
    "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
8693
    "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
8694
    "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
8695
    "AppBack", "AppForward",
8696
    "GamepadStart", "GamepadBack",
8697
    "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown",
8698
    "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown",
8699
    "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
8700
    "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown",
8701
    "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown",
8702
    "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY",
8703
    "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names.
8704
};
8705
IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
8706
8707
const char* ImGui::GetKeyName(ImGuiKey key)
8708
0
{
8709
0
    ImGuiContext& g = *GImGui;
8710
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
8711
0
    IM_ASSERT((IsNamedKeyOrModKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
8712
#else
8713
    if (IsLegacyKey(key))
8714
    {
8715
        if (g.IO.KeyMap[key] == -1)
8716
            return "N/A";
8717
        IM_ASSERT(IsNamedKey((ImGuiKey)g.IO.KeyMap[key]));
8718
        key = (ImGuiKey)g.IO.KeyMap[key];
8719
    }
8720
#endif
8721
0
    if (key == ImGuiKey_None)
8722
0
        return "None";
8723
0
    if (key & ImGuiMod_Mask_)
8724
0
        key = ConvertSingleModFlagToKey(&g, key);
8725
0
    if (!IsNamedKey(key))
8726
0
        return "Unknown";
8727
8728
0
    return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
8729
0
}
8730
8731
// ImGuiMod_Shortcut is translated to either Ctrl or Super.
8732
void ImGui::GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size)
8733
0
{
8734
0
    ImGuiContext& g = *GImGui;
8735
0
    if (key_chord & ImGuiMod_Shortcut)
8736
0
        key_chord = ConvertShortcutMod(key_chord);
8737
0
    ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s",
8738
0
        (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "",
8739
0
        (key_chord & ImGuiMod_Shift) ? "Shift+" : "",
8740
0
        (key_chord & ImGuiMod_Alt) ? "Alt+" : "",
8741
0
        (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "",
8742
0
        GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_)));
8743
0
}
8744
8745
// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
8746
// t1 = current time (e.g.: g.Time)
8747
// An event is triggered at:
8748
//  t = 0.0f     t = repeat_delay,    t = repeat_delay + repeat_rate*N
8749
int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
8750
0
{
8751
0
    if (t1 == 0.0f)
8752
0
        return 1;
8753
0
    if (t0 >= t1)
8754
0
        return 0;
8755
0
    if (repeat_rate <= 0.0f)
8756
0
        return (t0 < repeat_delay) && (t1 >= repeat_delay);
8757
0
    const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
8758
0
    const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
8759
0
    const int count = count_t1 - count_t0;
8760
0
    return count;
8761
0
}
8762
8763
void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate)
8764
0
{
8765
0
    ImGuiContext& g = *GImGui;
8766
0
    switch (flags & ImGuiInputFlags_RepeatRateMask_)
8767
0
    {
8768
0
    case ImGuiInputFlags_RepeatRateNavMove:             *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;
8769
0
    case ImGuiInputFlags_RepeatRateNavTweak:            *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;
8770
0
    case ImGuiInputFlags_RepeatRateDefault: default:    *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;
8771
0
    }
8772
0
}
8773
8774
// Return value representing the number of presses in the last time period, for the given repeat rate
8775
// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate)
8776
int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)
8777
0
{
8778
0
    ImGuiContext& g = *GImGui;
8779
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8780
0
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8781
0
        return 0;
8782
0
    const float t = key_data->DownDuration;
8783
0
    return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
8784
0
}
8785
8786
// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values).
8787
ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)
8788
0
{
8789
0
    return ImVec2(
8790
0
        GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue,
8791
0
        GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);
8792
0
}
8793
8794
// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
8795
//   Entries   D,A,B,B,A,C,B     --> A,A,B,B,B,C,D
8796
//   Index     A:1 B:2 C:5 D:0   --> A:0 B:2 C:5 D:6
8797
// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
8798
static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
8799
0
{
8800
0
    ImGuiContext& g = *GImGui;
8801
0
    rt->EntriesNext.resize(0);
8802
0
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
8803
0
    {
8804
0
        const int new_routing_start_idx = rt->EntriesNext.Size;
8805
0
        ImGuiKeyRoutingData* routing_entry;
8806
0
        for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
8807
0
        {
8808
0
            routing_entry = &rt->Entries[old_routing_idx];
8809
0
            routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
8810
0
            routing_entry->RoutingNext = ImGuiKeyOwner_None;
8811
0
            routing_entry->RoutingNextScore = 255;
8812
0
            if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)
8813
0
                continue;
8814
0
            rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
8815
8816
            // Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
8817
0
            if (routing_entry->Mods == g.IO.KeyMods)
8818
0
            {
8819
0
                ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
8820
0
                if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
8821
0
                    owner_data->OwnerCurr = routing_entry->RoutingCurr;
8822
0
            }
8823
0
        }
8824
8825
        // Rewrite linked-list
8826
0
        rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
8827
0
        for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
8828
0
            rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
8829
0
    }
8830
0
    rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
8831
0
}
8832
8833
// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().
8834
static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
8835
0
{
8836
0
    ImGuiContext& g = *GImGui;
8837
0
    return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;
8838
0
}
8839
8840
ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
8841
0
{
8842
    // Majority of shortcuts will be Key + any number of Mods
8843
    // We accept _Single_ mod with ImGuiKey_None.
8844
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl);                    // Legal
8845
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift);   // Legal
8846
    //  - Shortcut(ImGuiMod_Ctrl);                                 // Legal
8847
    //  - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift);                // Not legal
8848
0
    ImGuiContext& g = *GImGui;
8849
0
    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
8850
0
    ImGuiKeyRoutingData* routing_data;
8851
0
    if (key_chord & ImGuiMod_Shortcut)
8852
0
        key_chord = ConvertShortcutMod(key_chord);
8853
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
8854
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
8855
0
    if (key == ImGuiKey_None)
8856
0
        key = ConvertSingleModFlagToKey(&g, mods);
8857
0
    IM_ASSERT(IsNamedKey(key));
8858
8859
    // Get (in the majority of case, the linked list will have one element so this should be 2 reads.
8860
    // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
8861
0
    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex)
8862
0
    {
8863
0
        routing_data = &rt->Entries[idx];
8864
0
        if (routing_data->Mods == mods)
8865
0
            return routing_data;
8866
0
    }
8867
8868
    // Add to linked-list
8869
0
    ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size;
8870
0
    rt->Entries.push_back(ImGuiKeyRoutingData());
8871
0
    routing_data = &rt->Entries[routing_data_idx];
8872
0
    routing_data->Mods = (ImU16)mods;
8873
0
    routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list
8874
0
    rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx;
8875
0
    return routing_data;
8876
0
}
8877
8878
// Current score encoding (lower is highest priority):
8879
//  -   0: ImGuiInputFlags_RouteGlobalHigh
8880
//  -   1: ImGuiInputFlags_RouteFocused (if item active)
8881
//  -   2: ImGuiInputFlags_RouteGlobal
8882
//  -  3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
8883
//  - 254: ImGuiInputFlags_RouteGlobalLow
8884
//  - 255: never route
8885
// 'flags' should include an explicit routing policy
8886
static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags)
8887
0
{
8888
0
    if (flags & ImGuiInputFlags_RouteFocused)
8889
0
    {
8890
0
        ImGuiContext& g = *GImGui;
8891
0
        ImGuiWindow* focused = g.NavWindow;
8892
8893
        // ActiveID gets top priority
8894
        // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
8895
0
        if (owner_id != 0 && g.ActiveId == owner_id)
8896
0
            return 1;
8897
8898
        // Early out when not in focus stack
8899
0
        if (focused == NULL || focused->RootWindow != location->RootWindow)
8900
0
            return 255;
8901
8902
        // Score based on distance to focused window (lower is better)
8903
        // Assuming both windows are submitting a routing request,
8904
        // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
8905
        // - When Window/ChildB is focused -> Window scores 4,        Window/ChildB scores 3 (best)
8906
        // Assuming only WindowA is submitting a routing request,
8907
        // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
8908
0
        for (int next_score = 3; focused != NULL; next_score++)
8909
0
        {
8910
0
            if (focused == location)
8911
0
            {
8912
0
                IM_ASSERT(next_score < 255);
8913
0
                return next_score;
8914
0
            }
8915
0
            focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path
8916
0
        }
8917
0
        return 255;
8918
0
    }
8919
8920
    // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional
8921
0
    if (flags & ImGuiInputFlags_RouteGlobal)
8922
0
        return 2;
8923
0
    if (flags & ImGuiInputFlags_RouteGlobalLow)
8924
0
        return 254;
8925
0
    return 0;
8926
0
}
8927
8928
// Request a desired route for an input chord (key + mods).
8929
// Return true if the route is available this frame.
8930
// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
8931
//   (Conceptually this does a "Submit for next frame" + "Test for current frame".
8932
//   As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)
8933
// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
8934
// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut.
8935
bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
8936
0
{
8937
0
    ImGuiContext& g = *GImGui;
8938
0
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
8939
0
        flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
8940
0
    else
8941
0
        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
8942
8943
0
    if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
8944
0
        if (g.NavWindow == NULL)
8945
0
            return false;
8946
0
    if (flags & ImGuiInputFlags_RouteAlways)
8947
0
        return true;
8948
8949
0
    const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags);
8950
0
    if (score == 255)
8951
0
        return false;
8952
8953
    // Submit routing for NEXT frame (assuming score is sufficient)
8954
    // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
8955
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
8956
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
8957
    //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
8958
0
    if (score < routing_data->RoutingNextScore)
8959
0
    {
8960
0
        routing_data->RoutingNext = routing_id;
8961
0
        routing_data->RoutingNextScore = (ImU8)score;
8962
0
    }
8963
8964
    // Return routing state for CURRENT frame
8965
0
    return routing_data->RoutingCurr == routing_id;
8966
0
}
8967
8968
// Currently unused by core (but used by tests)
8969
// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.
8970
bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
8971
0
{
8972
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
8973
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
8974
0
    return routing_data->RoutingCurr == routing_id;
8975
0
}
8976
8977
// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
8978
// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
8979
bool ImGui::IsKeyDown(ImGuiKey key)
8980
0
{
8981
0
    return IsKeyDown(key, ImGuiKeyOwner_Any);
8982
0
}
8983
8984
bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)
8985
0
{
8986
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8987
0
    if (!key_data->Down)
8988
0
        return false;
8989
0
    if (!TestKeyOwner(key, owner_id))
8990
0
        return false;
8991
0
    return true;
8992
0
}
8993
8994
bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
8995
0
{
8996
0
    return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
8997
0
}
8998
8999
// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
9000
bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
9001
0
{
9002
0
    const ImGuiKeyData* key_data = GetKeyData(key);
9003
0
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
9004
0
        return false;
9005
0
    const float t = key_data->DownDuration;
9006
0
    if (t < 0.0f)
9007
0
        return false;
9008
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
9009
9010
0
    bool pressed = (t == 0.0f);
9011
0
    if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0))
9012
0
    {
9013
0
        float repeat_delay, repeat_rate;
9014
0
        GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
9015
0
        pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
9016
0
    }
9017
0
    if (!pressed)
9018
0
        return false;
9019
0
    if (!TestKeyOwner(key, owner_id))
9020
0
        return false;
9021
0
    return true;
9022
0
}
9023
9024
bool ImGui::IsKeyReleased(ImGuiKey key)
9025
0
{
9026
0
    return IsKeyReleased(key, ImGuiKeyOwner_Any);
9027
0
}
9028
9029
bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id)
9030
0
{
9031
0
    const ImGuiKeyData* key_data = GetKeyData(key);
9032
0
    if (key_data->DownDurationPrev < 0.0f || key_data->Down)
9033
0
        return false;
9034
0
    if (!TestKeyOwner(key, owner_id))
9035
0
        return false;
9036
0
    return true;
9037
0
}
9038
9039
bool ImGui::IsMouseDown(ImGuiMouseButton button)
9040
0
{
9041
0
    ImGuiContext& g = *GImGui;
9042
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9043
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array.
9044
0
}
9045
9046
bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id)
9047
0
{
9048
0
    ImGuiContext& g = *GImGui;
9049
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9050
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array.
9051
0
}
9052
9053
bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
9054
0
{
9055
0
    return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
9056
0
}
9057
9058
bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags)
9059
0
{
9060
0
    ImGuiContext& g = *GImGui;
9061
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9062
0
    if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
9063
0
        return false;
9064
0
    const float t = g.IO.MouseDownDuration[button];
9065
0
    if (t < 0.0f)
9066
0
        return false;
9067
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
9068
9069
0
    const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;
9070
0
    const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
9071
0
    if (!pressed)
9072
0
        return false;
9073
9074
0
    if (!TestKeyOwner(MouseButtonToKey(button), owner_id))
9075
0
        return false;
9076
9077
0
    return true;
9078
0
}
9079
9080
bool ImGui::IsMouseReleased(ImGuiMouseButton button)
9081
0
{
9082
0
    ImGuiContext& g = *GImGui;
9083
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9084
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any)
9085
0
}
9086
9087
bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)
9088
0
{
9089
0
    ImGuiContext& g = *GImGui;
9090
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9091
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)
9092
0
}
9093
9094
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
9095
0
{
9096
0
    ImGuiContext& g = *GImGui;
9097
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9098
0
    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any);
9099
0
}
9100
9101
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id)
9102
0
{
9103
0
    ImGuiContext& g = *GImGui;
9104
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9105
0
    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), owner_id);
9106
0
}
9107
9108
int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
9109
0
{
9110
0
    ImGuiContext& g = *GImGui;
9111
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9112
0
    return g.IO.MouseClickedCount[button];
9113
0
}
9114
9115
// Test if mouse cursor is hovering given rectangle
9116
// NB- Rectangle is clipped by our current clip setting
9117
// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
9118
bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
9119
0
{
9120
0
    ImGuiContext& g = *GImGui;
9121
9122
    // Clip
9123
0
    ImRect rect_clipped(r_min, r_max);
9124
0
    if (clip)
9125
0
        rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
9126
9127
    // Hit testing, expanded for touch input
9128
0
    if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding))
9129
0
        return false;
9130
0
    if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped))
9131
0
        return false;
9132
0
    return true;
9133
0
}
9134
9135
// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
9136
// [Internal] This doesn't test if the button is pressed
9137
bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
9138
0
{
9139
0
    ImGuiContext& g = *GImGui;
9140
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9141
0
    if (lock_threshold < 0.0f)
9142
0
        lock_threshold = g.IO.MouseDragThreshold;
9143
0
    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
9144
0
}
9145
9146
bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
9147
0
{
9148
0
    ImGuiContext& g = *GImGui;
9149
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9150
0
    if (!g.IO.MouseDown[button])
9151
0
        return false;
9152
0
    return IsMouseDragPastThreshold(button, lock_threshold);
9153
0
}
9154
9155
ImVec2 ImGui::GetMousePos()
9156
0
{
9157
0
    ImGuiContext& g = *GImGui;
9158
0
    return g.IO.MousePos;
9159
0
}
9160
9161
// This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well.
9162
// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend.
9163
void ImGui::TeleportMousePos(const ImVec2& pos)
9164
0
{
9165
0
    ImGuiContext& g = *GImGui;
9166
0
    g.IO.MousePos = g.IO.MousePosPrev = pos;
9167
0
    g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
9168
0
    g.IO.WantSetMousePos = true;
9169
    //IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
9170
0
}
9171
9172
// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
9173
ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
9174
0
{
9175
0
    ImGuiContext& g = *GImGui;
9176
0
    if (g.BeginPopupStack.Size > 0)
9177
0
        return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
9178
0
    return g.IO.MousePos;
9179
0
}
9180
9181
// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
9182
bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
9183
0
{
9184
    // The assert is only to silence a false-positive in XCode Static Analysis.
9185
    // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
9186
0
    IM_ASSERT(GImGui != NULL);
9187
0
    const float MOUSE_INVALID = -256000.0f;
9188
0
    ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
9189
0
    return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
9190
0
}
9191
9192
// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
9193
bool ImGui::IsAnyMouseDown()
9194
0
{
9195
0
    ImGuiContext& g = *GImGui;
9196
0
    for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
9197
0
        if (g.IO.MouseDown[n])
9198
0
            return true;
9199
0
    return false;
9200
0
}
9201
9202
// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
9203
// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
9204
// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
9205
ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
9206
0
{
9207
0
    ImGuiContext& g = *GImGui;
9208
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9209
0
    if (lock_threshold < 0.0f)
9210
0
        lock_threshold = g.IO.MouseDragThreshold;
9211
0
    if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
9212
0
        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
9213
0
            if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
9214
0
                return g.IO.MousePos - g.IO.MouseClickedPos[button];
9215
0
    return ImVec2(0.0f, 0.0f);
9216
0
}
9217
9218
void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
9219
0
{
9220
0
    ImGuiContext& g = *GImGui;
9221
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9222
    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
9223
0
    g.IO.MouseClickedPos[button] = g.IO.MousePos;
9224
0
}
9225
9226
// Get desired mouse cursor shape.
9227
// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),
9228
// updated during the frame, and locked in EndFrame()/Render().
9229
// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you
9230
ImGuiMouseCursor ImGui::GetMouseCursor()
9231
0
{
9232
0
    ImGuiContext& g = *GImGui;
9233
0
    return g.MouseCursor;
9234
0
}
9235
9236
void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
9237
0
{
9238
0
    ImGuiContext& g = *GImGui;
9239
0
    g.MouseCursor = cursor_type;
9240
0
}
9241
9242
static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
9243
0
{
9244
0
    IM_ASSERT(ImGui::IsAliasKey(key));
9245
0
    ImGuiKeyData* key_data = ImGui::GetKeyData(key);
9246
0
    key_data->Down = v;
9247
0
    key_data->AnalogValue = analog_value;
9248
0
}
9249
9250
// [Internal] Do not use directly
9251
static ImGuiKeyChord GetMergedModsFromKeys()
9252
0
{
9253
0
    ImGuiKeyChord mods = 0;
9254
0
    if (ImGui::IsKeyDown(ImGuiMod_Ctrl))     { mods |= ImGuiMod_Ctrl; }
9255
0
    if (ImGui::IsKeyDown(ImGuiMod_Shift))    { mods |= ImGuiMod_Shift; }
9256
0
    if (ImGui::IsKeyDown(ImGuiMod_Alt))      { mods |= ImGuiMod_Alt; }
9257
0
    if (ImGui::IsKeyDown(ImGuiMod_Super))    { mods |= ImGuiMod_Super; }
9258
0
    return mods;
9259
0
}
9260
9261
static void ImGui::UpdateKeyboardInputs()
9262
0
{
9263
0
    ImGuiContext& g = *GImGui;
9264
0
    ImGuiIO& io = g.IO;
9265
9266
    // Import legacy keys or verify they are not used
9267
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9268
    if (io.BackendUsingLegacyKeyArrays == 0)
9269
    {
9270
        // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
9271
        for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
9272
            IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
9273
    }
9274
    else
9275
    {
9276
        if (g.FrameCount == 0)
9277
            for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
9278
                IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
9279
9280
        // Build reverse KeyMap (Named -> Legacy)
9281
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
9282
            if (io.KeyMap[n] != -1)
9283
            {
9284
                IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
9285
                io.KeyMap[io.KeyMap[n]] = n;
9286
            }
9287
9288
        // Import legacy keys into new ones
9289
        for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
9290
            if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
9291
            {
9292
                const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
9293
                IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
9294
                io.KeysData[key].Down = io.KeysDown[n];
9295
                if (key != n)
9296
                    io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
9297
                io.BackendUsingLegacyKeyArrays = 1;
9298
            }
9299
        if (io.BackendUsingLegacyKeyArrays == 1)
9300
        {
9301
            GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;
9302
            GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;
9303
            GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;
9304
            GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
9305
        }
9306
    }
9307
9308
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9309
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
9310
    if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
9311
    {
9312
        #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1)           do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)
9313
        #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2)    do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)
9314
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);
9315
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);
9316
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);
9317
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);
9318
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);
9319
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);
9320
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);
9321
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);
9322
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);
9323
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);
9324
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);
9325
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);
9326
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);
9327
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
9328
        #undef NAV_MAP_KEY
9329
    }
9330
#endif
9331
#endif
9332
9333
    // Update aliases
9334
0
    for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
9335
0
        UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
9336
0
    UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
9337
0
    UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
9338
9339
    // Synchronize io.KeyMods and io.KeyXXX values.
9340
    // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) ->                                      -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9341
    // - Legacy backends:      set io.KeyXXX bools               -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9342
    // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
9343
0
    io.KeyMods = GetMergedModsFromKeys();
9344
0
    io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
9345
0
    io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
9346
0
    io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
9347
0
    io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
9348
9349
    // Clear gamepad data if disabled
9350
0
    if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
9351
0
        for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
9352
0
        {
9353
0
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;
9354
0
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;
9355
0
        }
9356
9357
    // Update keys
9358
0
    for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
9359
0
    {
9360
0
        ImGuiKeyData* key_data = &io.KeysData[i];
9361
0
        key_data->DownDurationPrev = key_data->DownDuration;
9362
0
        key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
9363
0
    }
9364
9365
    // Update keys/input owner (named keys only): one entry per key
9366
0
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
9367
0
    {
9368
0
        ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
9369
0
        ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
9370
0
        owner_data->OwnerCurr = owner_data->OwnerNext;
9371
0
        if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
9372
0
            owner_data->OwnerNext = ImGuiKeyOwner_None;
9373
0
        owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down;  // Clear LockUntilRelease when key is not Down anymore
9374
0
    }
9375
9376
0
    UpdateKeyRoutingTable(&g.KeysRoutingTable);
9377
0
}
9378
9379
static void ImGui::UpdateMouseInputs()
9380
0
{
9381
0
    ImGuiContext& g = *GImGui;
9382
0
    ImGuiIO& io = g.IO;
9383
9384
    // Mouse Wheel swapping flag
9385
    // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
9386
    // - We avoid doing it on OSX as it the OS input layer handles this already.
9387
    // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature.
9388
    // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source.
9389
0
    io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors;
9390
9391
    // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
9392
0
    if (IsMousePosValid(&io.MousePos))
9393
0
        io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos);
9394
9395
    // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
9396
0
    if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
9397
0
        io.MouseDelta = io.MousePos - io.MousePosPrev;
9398
0
    else
9399
0
        io.MouseDelta = ImVec2(0.0f, 0.0f);
9400
9401
    // Update stationary timer.
9402
    // FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates.
9403
0
    const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework.
9404
0
    const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold);
9405
0
    g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f;
9406
    //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer);
9407
9408
    // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
9409
0
    if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
9410
0
        g.NavDisableMouseHover = false;
9411
9412
0
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
9413
0
    {
9414
0
        io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
9415
0
        io.MouseClickedCount[i] = 0; // Will be filled below
9416
0
        io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
9417
0
        io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
9418
0
        io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
9419
0
        if (io.MouseClicked[i])
9420
0
        {
9421
0
            bool is_repeated_click = false;
9422
0
            if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)
9423
0
            {
9424
0
                ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9425
0
                if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)
9426
0
                    is_repeated_click = true;
9427
0
            }
9428
0
            if (is_repeated_click)
9429
0
                io.MouseClickedLastCount[i]++;
9430
0
            else
9431
0
                io.MouseClickedLastCount[i] = 1;
9432
0
            io.MouseClickedTime[i] = g.Time;
9433
0
            io.MouseClickedPos[i] = io.MousePos;
9434
0
            io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
9435
0
            io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
9436
0
            io.MouseDragMaxDistanceSqr[i] = 0.0f;
9437
0
        }
9438
0
        else if (io.MouseDown[i])
9439
0
        {
9440
            // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
9441
0
            ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9442
0
            io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
9443
0
            io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
9444
0
            io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
9445
0
        }
9446
9447
        // We provide io.MouseDoubleClicked[] as a legacy service
9448
0
        io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);
9449
9450
        // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
9451
0
        if (io.MouseClicked[i])
9452
0
            g.NavDisableMouseHover = false;
9453
0
    }
9454
0
}
9455
9456
static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)
9457
0
{
9458
0
    ImGuiContext& g = *GImGui;
9459
0
    if (window)
9460
0
        g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER);
9461
0
    else
9462
0
        g.WheelingWindowReleaseTimer = 0.0f;
9463
0
    if (g.WheelingWindow == window)
9464
0
        return;
9465
0
    IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
9466
0
    g.WheelingWindow = window;
9467
0
    g.WheelingWindowRefMousePos = g.IO.MousePos;
9468
0
    if (window == NULL)
9469
0
    {
9470
0
        g.WheelingWindowStartFrame = -1;
9471
0
        g.WheelingAxisAvg = ImVec2(0.0f, 0.0f);
9472
0
    }
9473
0
}
9474
9475
static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel)
9476
0
{
9477
    // For each axis, find window in the hierarchy that may want to use scrolling
9478
0
    ImGuiContext& g = *GImGui;
9479
0
    ImGuiWindow* windows[2] = { NULL, NULL };
9480
0
    for (int axis = 0; axis < 2; axis++)
9481
0
        if (wheel[axis] != 0.0f)
9482
0
            for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow)
9483
0
            {
9484
                // Bubble up into parent window if:
9485
                // - a child window doesn't allow any scrolling.
9486
                // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
9487
                //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP)
9488
0
                const bool has_scrolling = (window->ScrollMax[axis] != 0.0f);
9489
0
                const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);
9490
                //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]);
9491
0
                if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits)
9492
0
                    break; // select this window
9493
0
            }
9494
0
    if (windows[0] == NULL && windows[1] == NULL)
9495
0
        return NULL;
9496
9497
    // If there's only one window or only one axis then there's no ambiguity
9498
0
    if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL)
9499
0
        return windows[1] ? windows[1] : windows[0];
9500
9501
    // If candidate are different windows we need to decide which one to prioritize
9502
    // - First frame: only find a winner if one axis is zero.
9503
    // - Subsequent frames: only find a winner when one is more than the other.
9504
0
    if (g.WheelingWindowStartFrame == -1)
9505
0
        g.WheelingWindowStartFrame = g.FrameCount;
9506
0
    if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y))
9507
0
    {
9508
0
        g.WheelingWindowWheelRemainder = wheel;
9509
0
        return NULL;
9510
0
    }
9511
0
    return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1];
9512
0
}
9513
9514
// Called by NewFrame()
9515
void ImGui::UpdateMouseWheel()
9516
0
{
9517
    // Reset the locked window if we move the mouse or after the timer elapses.
9518
    // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795)
9519
0
    ImGuiContext& g = *GImGui;
9520
0
    if (g.WheelingWindow != NULL)
9521
0
    {
9522
0
        g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;
9523
0
        if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
9524
0
            g.WheelingWindowReleaseTimer = 0.0f;
9525
0
        if (g.WheelingWindowReleaseTimer <= 0.0f)
9526
0
            LockWheelingWindow(NULL, 0.0f);
9527
0
    }
9528
9529
0
    ImVec2 wheel;
9530
0
    wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f;
9531
0
    wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f;
9532
9533
    //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
9534
0
    ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
9535
0
    if (!mouse_window || mouse_window->Collapsed)
9536
0
        return;
9537
9538
    // Zoom / Scale window
9539
    // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
9540
0
    if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
9541
0
    {
9542
0
        LockWheelingWindow(mouse_window, wheel.y);
9543
0
        ImGuiWindow* window = mouse_window;
9544
0
        const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
9545
0
        const float scale = new_font_scale / window->FontWindowScale;
9546
0
        window->FontWindowScale = new_font_scale;
9547
0
        if (window == window->RootWindow)
9548
0
        {
9549
0
            const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
9550
0
            SetWindowPos(window, window->Pos + offset, 0);
9551
0
            window->Size = ImTrunc(window->Size * scale);
9552
0
            window->SizeFull = ImTrunc(window->SizeFull * scale);
9553
0
        }
9554
0
        return;
9555
0
    }
9556
0
    if (g.IO.KeyCtrl)
9557
0
        return;
9558
9559
    // Mouse wheel scrolling
9560
    // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs()
9561
0
    if (g.IO.MouseWheelRequestAxisSwap)
9562
0
        wheel = ImVec2(wheel.y, 0.0f);
9563
9564
    // Maintain a rough average of moving magnitude on both axises
9565
    // FIXME: should by based on wall clock time rather than frame-counter
9566
0
    g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);
9567
0
    g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);
9568
9569
    // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now.
9570
0
    wheel += g.WheelingWindowWheelRemainder;
9571
0
    g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f);
9572
0
    if (wheel.x == 0.0f && wheel.y == 0.0f)
9573
0
        return;
9574
9575
    // Mouse wheel scrolling: find target and apply
9576
    // - don't renew lock if axis doesn't apply on the window.
9577
    // - select a main axis when both axises are being moved.
9578
0
    if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))
9579
0
        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
9580
0
        {
9581
0
            bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f };
9582
0
            if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y])
9583
0
                do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false;
9584
0
            if (do_scroll[ImGuiAxis_X])
9585
0
            {
9586
0
                LockWheelingWindow(window, wheel.x);
9587
0
                float max_step = window->InnerRect.GetWidth() * 0.67f;
9588
0
                float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step));
9589
0
                SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
9590
0
                g.WheelingWindowScrolledFrame = g.FrameCount;
9591
0
            }
9592
0
            if (do_scroll[ImGuiAxis_Y])
9593
0
            {
9594
0
                LockWheelingWindow(window, wheel.y);
9595
0
                float max_step = window->InnerRect.GetHeight() * 0.67f;
9596
0
                float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step));
9597
0
                SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
9598
0
                g.WheelingWindowScrolledFrame = g.FrameCount;
9599
0
            }
9600
0
        }
9601
0
}
9602
9603
void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard)
9604
0
{
9605
0
    ImGuiContext& g = *GImGui;
9606
0
    g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0;
9607
0
}
9608
9609
void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)
9610
0
{
9611
0
    ImGuiContext& g = *GImGui;
9612
0
    g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0;
9613
0
}
9614
9615
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9616
static const char* GetInputSourceName(ImGuiInputSource source)
9617
0
{
9618
0
    const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Clipboard" };
9619
0
    IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
9620
0
    return input_source_names[source];
9621
0
}
9622
static const char* GetMouseSourceName(ImGuiMouseSource source)
9623
0
{
9624
0
    const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" };
9625
0
    IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT);
9626
0
    return mouse_source_names[source];
9627
0
}
9628
static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
9629
0
{
9630
0
    ImGuiContext& g = *GImGui;
9631
0
    if (e->Type == ImGuiInputEventType_MousePos)    { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; }
9632
0
    if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; }
9633
0
    if (e->Type == ImGuiInputEventType_MouseWheel)  { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
9634
0
    if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; }
9635
0
    if (e->Type == ImGuiInputEventType_Key)         { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
9636
0
    if (e->Type == ImGuiInputEventType_Text)        { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
9637
0
    if (e->Type == ImGuiInputEventType_Focus)       { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
9638
0
}
9639
#endif
9640
9641
// Process input queue
9642
// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
9643
// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
9644
// - trickle_fast_inputs = true  : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
9645
void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
9646
0
{
9647
0
    ImGuiContext& g = *GImGui;
9648
0
    ImGuiIO& io = g.IO;
9649
9650
    // Only trickle chars<>key when working with InputText()
9651
    // FIXME: InputText() could parse event trail?
9652
    // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
9653
0
    const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
9654
9655
0
    bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;
9656
0
    int  mouse_button_changed = 0x00;
9657
0
    ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
9658
9659
0
    int event_n = 0;
9660
0
    for (; event_n < g.InputEventsQueue.Size; event_n++)
9661
0
    {
9662
0
        ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
9663
0
        if (e->Type == ImGuiInputEventType_MousePos)
9664
0
        {
9665
0
            if (g.IO.WantSetMousePos)
9666
0
                continue;
9667
            // Trickling Rule: Stop processing queued events if we already handled a mouse button change
9668
0
            ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
9669
0
            if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
9670
0
                break;
9671
0
            io.MousePos = event_pos;
9672
0
            io.MouseSource = e->MousePos.MouseSource;
9673
0
            mouse_moved = true;
9674
0
        }
9675
0
        else if (e->Type == ImGuiInputEventType_MouseButton)
9676
0
        {
9677
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9678
0
            const ImGuiMouseButton button = e->MouseButton.Button;
9679
0
            IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);
9680
0
            if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
9681
0
                break;
9682
0
            if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover.
9683
0
                break;
9684
0
            io.MouseDown[button] = e->MouseButton.Down;
9685
0
            io.MouseSource = e->MouseButton.MouseSource;
9686
0
            mouse_button_changed |= (1 << button);
9687
0
        }
9688
0
        else if (e->Type == ImGuiInputEventType_MouseWheel)
9689
0
        {
9690
            // Trickling Rule: Stop processing queued events if we got multiple action on the event
9691
0
            if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))
9692
0
                break;
9693
0
            io.MouseWheelH += e->MouseWheel.WheelX;
9694
0
            io.MouseWheel += e->MouseWheel.WheelY;
9695
0
            io.MouseSource = e->MouseWheel.MouseSource;
9696
0
            mouse_wheeled = true;
9697
0
        }
9698
0
        else if (e->Type == ImGuiInputEventType_MouseViewport)
9699
0
        {
9700
0
            io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID;
9701
0
        }
9702
0
        else if (e->Type == ImGuiInputEventType_Key)
9703
0
        {
9704
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9705
0
            ImGuiKey key = e->Key.Key;
9706
0
            IM_ASSERT(key != ImGuiKey_None);
9707
0
            ImGuiKeyData* key_data = GetKeyData(key);
9708
0
            const int key_data_index = (int)(key_data - g.IO.KeysData);
9709
0
            if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))
9710
0
                break;
9711
0
            key_data->Down = e->Key.Down;
9712
0
            key_data->AnalogValue = e->Key.AnalogValue;
9713
0
            key_changed = true;
9714
0
            key_changed_mask.SetBit(key_data_index);
9715
9716
            // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
9717
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9718
            io.KeysDown[key_data_index] = key_data->Down;
9719
            if (io.KeyMap[key_data_index] != -1)
9720
                io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;
9721
#endif
9722
0
        }
9723
0
        else if (e->Type == ImGuiInputEventType_Text)
9724
0
        {
9725
            // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
9726
0
            if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
9727
0
                break;
9728
0
            unsigned int c = e->Text.Char;
9729
0
            io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
9730
0
            if (trickle_interleaved_keys_and_text)
9731
0
                text_inputted = true;
9732
0
        }
9733
0
        else if (e->Type == ImGuiInputEventType_Focus)
9734
0
        {
9735
            // We intentionally overwrite this and process in NewFrame(), in order to give a chance
9736
            // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.
9737
0
            const bool focus_lost = !e->AppFocused.Focused;
9738
0
            io.AppFocusLost = focus_lost;
9739
0
        }
9740
0
        else
9741
0
        {
9742
0
            IM_ASSERT(0 && "Unknown event!");
9743
0
        }
9744
0
    }
9745
9746
    // Record trail (for domain-specific applications wanting to access a precise trail)
9747
    //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n);
9748
0
    for (int n = 0; n < event_n; n++)
9749
0
        g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
9750
9751
    // [DEBUG]
9752
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9753
0
    if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO))
9754
0
        for (int n = 0; n < g.InputEventsQueue.Size; n++)
9755
0
            DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);
9756
0
#endif
9757
9758
    // Remaining events will be processed on the next frame
9759
0
    if (event_n == g.InputEventsQueue.Size)
9760
0
        g.InputEventsQueue.resize(0);
9761
0
    else
9762
0
        g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);
9763
9764
    // Clear buttons state when focus is lost
9765
    // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle.
9766
    // - we clear in EndFrame() and not now in order allow application/user code polling this flag
9767
    //   (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event).
9768
0
    if (g.IO.AppFocusLost)
9769
0
        g.IO.ClearInputKeys();
9770
0
}
9771
9772
ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
9773
0
{
9774
0
    if (!IsNamedKeyOrModKey(key))
9775
0
        return ImGuiKeyOwner_None;
9776
9777
0
    ImGuiContext& g = *GImGui;
9778
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9779
0
    ImGuiID owner_id = owner_data->OwnerCurr;
9780
9781
0
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9782
0
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9783
0
            return ImGuiKeyOwner_None;
9784
9785
0
    return owner_id;
9786
0
}
9787
9788
// TestKeyOwner(..., ID)   : (owner == None || owner == ID)
9789
// TestKeyOwner(..., None) : (owner == None)
9790
// TestKeyOwner(..., Any)  : no owner test
9791
// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.
9792
bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
9793
0
{
9794
0
    if (!IsNamedKeyOrModKey(key))
9795
0
        return true;
9796
9797
0
    ImGuiContext& g = *GImGui;
9798
0
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9799
0
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9800
0
            return false;
9801
9802
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9803
0
    if (owner_id == ImGuiKeyOwner_Any)
9804
0
        return (owner_data->LockThisFrame == false);
9805
9806
    // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
9807
    // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
9808
    // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions.
9809
0
    if (owner_data->OwnerCurr != owner_id)
9810
0
    {
9811
0
        if (owner_data->LockThisFrame)
9812
0
            return false;
9813
0
        if (owner_data->OwnerCurr != ImGuiKeyOwner_None)
9814
0
            return false;
9815
0
    }
9816
9817
0
    return true;
9818
0
}
9819
9820
// _LockXXX flags are useful to lock keys away from code which is not input-owner aware.
9821
// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone.
9822
// - SetKeyOwner(..., None)              : clears owner
9823
// - SetKeyOwner(..., Any, !Lock)        : illegal (assert)
9824
// - SetKeyOwner(..., Any or None, Lock) : set lock
9825
void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
9826
0
{
9827
0
    IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)
9828
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!
9829
9830
0
    ImGuiContext& g = *GImGui;
9831
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9832
0
    owner_data->OwnerCurr = owner_data->OwnerNext = owner_id;
9833
9834
    // We cannot lock by default as it would likely break lots of legacy code.
9835
    // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test)
9836
0
    owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0;
9837
0
    owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);
9838
0
}
9839
9840
// Rarely used helper
9841
void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9842
0
{
9843
0
    if (key_chord & ImGuiMod_Ctrl)      { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); }
9844
0
    if (key_chord & ImGuiMod_Shift)     { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); }
9845
0
    if (key_chord & ImGuiMod_Alt)       { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); }
9846
0
    if (key_chord & ImGuiMod_Super)     { SetKeyOwner(ImGuiMod_Super, owner_id, flags); }
9847
0
    if (key_chord & ImGuiMod_Shortcut)  { SetKeyOwner(ImGuiMod_Shortcut, owner_id, flags); }
9848
0
    if (key_chord & ~ImGuiMod_Mask_)    { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); }
9849
0
}
9850
9851
// This is more or less equivalent to:
9852
//   if (IsItemHovered() || IsItemActive())
9853
//       SetKeyOwner(key, GetItemID());
9854
// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.
9855
// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.
9856
// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.
9857
void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
9858
0
{
9859
0
    ImGuiContext& g = *GImGui;
9860
0
    ImGuiID id = g.LastItemData.ID;
9861
0
    if (id == 0 || (g.HoveredId != id && g.ActiveId != id))
9862
0
        return;
9863
0
    if ((flags & ImGuiInputFlags_CondMask_) == 0)
9864
0
        flags |= ImGuiInputFlags_CondDefault_;
9865
0
    if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))
9866
0
    {
9867
0
        IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!
9868
0
        SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);
9869
0
    }
9870
0
}
9871
9872
// This is the only public API until we expose owner_id versions of the API as replacements.
9873
bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord)
9874
0
{
9875
0
    return IsKeyChordPressed(key_chord, 0, ImGuiInputFlags_None);
9876
0
}
9877
9878
// This is equivalent to comparing KeyMods + doing a IsKeyPressed()
9879
bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9880
0
{
9881
0
    ImGuiContext& g = *GImGui;
9882
0
    if (key_chord & ImGuiMod_Shortcut)
9883
0
        key_chord = ConvertShortcutMod(key_chord);
9884
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
9885
0
    if (g.IO.KeyMods != mods)
9886
0
        return false;
9887
9888
    // Special storage location for mods
9889
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
9890
0
    if (key == ImGuiKey_None)
9891
0
        key = ConvertSingleModFlagToKey(&g, mods);
9892
0
    if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateMask_))))
9893
0
        return false;
9894
0
    return true;
9895
0
}
9896
9897
bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9898
0
{
9899
    // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
9900
0
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
9901
0
        flags |= ImGuiInputFlags_RouteFocused;
9902
0
    if (!SetShortcutRouting(key_chord, owner_id, flags))
9903
0
        return false;
9904
9905
0
    if (!IsKeyChordPressed(key_chord, owner_id, flags))
9906
0
        return false;
9907
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
9908
0
    return true;
9909
0
}
9910
9911
9912
//-----------------------------------------------------------------------------
9913
// [SECTION] ERROR CHECKING
9914
//-----------------------------------------------------------------------------
9915
9916
// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
9917
// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
9918
// If this triggers you have an issue:
9919
// - Most commonly: mismatched headers and compiled code version.
9920
// - Or: mismatched configuration #define, compilation settings, packing pragma etc.
9921
//   The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui,
9922
//   which is way it is required you put them in your imconfig file (and not just before including imgui.h).
9923
//   Otherwise it is possible that different compilation units would see different structure layout
9924
bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
9925
0
{
9926
0
    bool error = false;
9927
0
    if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
9928
0
    if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
9929
0
    if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
9930
0
    if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
9931
0
    if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
9932
0
    if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
9933
0
    if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
9934
0
    return !error;
9935
0
}
9936
9937
// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell)
9938
// This is causing issues and ambiguity and we need to retire that.
9939
// See https://github.com/ocornut/imgui/issues/5548 for more details.
9940
// [Scenario 1]
9941
//  Previously this would make the window content size ~200x200:
9942
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();  // NOT OK
9943
//  Instead, please submit an item:
9944
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK
9945
//  Alternative:
9946
//    Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK
9947
// [Scenario 2]
9948
//  For reference this is one of the issue what we aim to fix with this change:
9949
//    BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup()
9950
//  The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller!
9951
//  While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue.
9952
void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
9953
0
{
9954
0
    ImGuiContext& g = *GImGui;
9955
0
    ImGuiWindow* window = g.CurrentWindow;
9956
0
    IM_ASSERT(window->DC.IsSetPos);
9957
0
    window->DC.IsSetPos = false;
9958
0
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
9959
0
    if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)
9960
0
        return;
9961
0
    if (window->SkipItems)
9962
0
        return;
9963
0
    IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.");
9964
#else
9965
    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
9966
#endif
9967
0
}
9968
9969
static void ImGui::ErrorCheckNewFrameSanityChecks()
9970
0
{
9971
0
    ImGuiContext& g = *GImGui;
9972
9973
    // Check user IM_ASSERT macro
9974
    // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!
9975
    //  If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
9976
    //  This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
9977
    // #define IM_ASSERT(EXPR)   if (SomeCode(EXPR)) SomeMoreCode();                    // Wrong!
9978
    // #define IM_ASSERT(EXPR)   do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0)   // Correct!
9979
0
    if (true) IM_ASSERT(1); else IM_ASSERT(0);
9980
9981
    // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644)
9982
    // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it.
9983
#ifdef __EMSCRIPTEN__
9984
    if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0)
9985
        g.IO.DeltaTime = 0.00001f;
9986
#endif
9987
9988
    // Check user data
9989
    // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
9990
0
    IM_ASSERT(g.Initialized);
9991
0
    IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && "Need a positive DeltaTime!");
9992
0
    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
9993
0
    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value!");
9994
0
    IM_ASSERT(g.IO.Fonts->IsBuilt()                                     && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
9995
0
    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting!");
9996
0
    IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f                 && "Invalid style setting!");
9997
0
    IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
9998
0
    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
9999
0
    IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
10000
0
    IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
10001
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
10002
    for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
10003
        IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
10004
10005
    // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
10006
    if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
10007
        IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
10008
#endif
10009
10010
    // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
10011
0
    if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
10012
0
        g.IO.ConfigWindowsResizeFromEdges = false;
10013
10014
    // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data.
10015
0
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0)
10016
0
        IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
10017
0
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0)
10018
0
        IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
10019
10020
    // Perform simple checks: multi-viewport and platform windows support
10021
0
    if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
10022
0
    {
10023
0
        if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
10024
0
        {
10025
0
            IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
10026
0
            IM_ASSERT(g.PlatformIO.Platform_CreateWindow  != NULL && "Platform init didn't install handlers?");
10027
0
            IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
10028
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowPos  != NULL && "Platform init didn't install handlers?");
10029
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowPos  != NULL && "Platform init didn't install handlers?");
10030
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
10031
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
10032
0
            IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?");
10033
0
            IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
10034
0
            if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
10035
0
                IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!");
10036
0
        }
10037
0
        else
10038
0
        {
10039
            // Disable feature, our backends do not support it
10040
0
            g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable;
10041
0
        }
10042
10043
        // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs
10044
0
        for (ImGuiPlatformMonitor& mon : g.PlatformIO.Monitors)
10045
0
        {
10046
0
            IM_UNUSED(mon);
10047
0
            IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly.");
10048
0
            IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them.");
10049
0
            IM_ASSERT(mon.DpiScale != 0.0f);
10050
0
        }
10051
0
    }
10052
0
}
10053
10054
static void ImGui::ErrorCheckEndFrameSanityChecks()
10055
0
{
10056
0
    ImGuiContext& g = *GImGui;
10057
10058
    // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
10059
    // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().
10060
    // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will
10061
    // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
10062
    // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
10063
    // while still correctly asserting on mid-frame key press events.
10064
0
    const ImGuiKeyChord key_mods = GetMergedModsFromKeys();
10065
0
    IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
10066
0
    IM_UNUSED(key_mods);
10067
10068
    // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame().
10069
    //ErrorCheckEndFrameRecover();
10070
10071
    // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
10072
    // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
10073
0
    if (g.CurrentWindowStack.Size != 1)
10074
0
    {
10075
0
        if (g.CurrentWindowStack.Size > 1)
10076
0
        {
10077
0
            ImGuiWindow* window = g.CurrentWindowStack.back().Window; // <-- This window was not Ended!
10078
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
10079
0
            IM_UNUSED(window);
10080
0
            while (g.CurrentWindowStack.Size > 1)
10081
0
                End();
10082
0
        }
10083
0
        else
10084
0
        {
10085
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
10086
0
        }
10087
0
    }
10088
10089
0
    IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");
10090
0
}
10091
10092
// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.
10093
// Must be called during or before EndFrame().
10094
// This is generally flawed as we are not necessarily End/Popping things in the right order.
10095
// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.
10096
// FIXME: Can't recover from interleaved BeginTabBar/Begin
10097
void    ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)
10098
0
{
10099
    // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
10100
0
    ImGuiContext& g = *GImGui;
10101
0
    while (g.CurrentWindowStack.Size > 0) //-V1044
10102
0
    {
10103
0
        ErrorCheckEndWindowRecover(log_callback, user_data);
10104
0
        ImGuiWindow* window = g.CurrentWindow;
10105
0
        if (g.CurrentWindowStack.Size == 1)
10106
0
        {
10107
0
            IM_ASSERT(window->IsFallbackWindow);
10108
0
            break;
10109
0
        }
10110
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
10111
0
        {
10112
0
            if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
10113
0
            EndChild();
10114
0
        }
10115
0
        else
10116
0
        {
10117
0
            if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);
10118
0
            End();
10119
0
        }
10120
0
    }
10121
0
}
10122
10123
// Must be called before End()/EndChild()
10124
void    ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data)
10125
0
{
10126
0
    ImGuiContext& g = *GImGui;
10127
0
    while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
10128
0
    {
10129
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
10130
0
        EndTable();
10131
0
    }
10132
10133
0
    ImGuiWindow* window = g.CurrentWindow;
10134
0
    ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin;
10135
0
    IM_ASSERT(window != NULL);
10136
0
    while (g.CurrentTabBar != NULL) //-V1044
10137
0
    {
10138
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);
10139
0
        EndTabBar();
10140
0
    }
10141
0
    while (window->DC.TreeDepth > 0)
10142
0
    {
10143
0
        if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);
10144
0
        TreePop();
10145
0
    }
10146
0
    while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044
10147
0
    {
10148
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);
10149
0
        EndGroup();
10150
0
    }
10151
0
    while (window->IDStack.Size > 1)
10152
0
    {
10153
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);
10154
0
        PopID();
10155
0
    }
10156
0
    while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044
10157
0
    {
10158
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name);
10159
0
        EndDisabled();
10160
0
    }
10161
0
    while (g.ColorStack.Size > stack_sizes->SizeOfColorStack)
10162
0
    {
10163
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));
10164
0
        PopStyleColor();
10165
0
    }
10166
0
    while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044
10167
0
    {
10168
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name);
10169
0
        PopItemFlag();
10170
0
    }
10171
0
    while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044
10172
0
    {
10173
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
10174
0
        PopStyleVar();
10175
0
    }
10176
0
    while (g.FontStack.Size > stack_sizes->SizeOfFontStack) //-V1044
10177
0
    {
10178
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFont() in '%s'", window->Name);
10179
0
        PopFont();
10180
0
    }
10181
0
    while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044
10182
0
    {
10183
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
10184
0
        PopFocusScope();
10185
0
    }
10186
0
}
10187
10188
// Save current stack sizes for later compare
10189
void ImGuiStackSizes::SetToContextState(ImGuiContext* ctx)
10190
0
{
10191
0
    ImGuiContext& g = *ctx;
10192
0
    ImGuiWindow* window = g.CurrentWindow;
10193
0
    SizeOfIDStack = (short)window->IDStack.Size;
10194
0
    SizeOfColorStack = (short)g.ColorStack.Size;
10195
0
    SizeOfStyleVarStack = (short)g.StyleVarStack.Size;
10196
0
    SizeOfFontStack = (short)g.FontStack.Size;
10197
0
    SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;
10198
0
    SizeOfGroupStack = (short)g.GroupStack.Size;
10199
0
    SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;
10200
0
    SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;
10201
0
    SizeOfDisabledStack = (short)g.DisabledStackSize;
10202
0
}
10203
10204
// Compare to detect usage errors
10205
void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx)
10206
0
{
10207
0
    ImGuiContext& g = *ctx;
10208
0
    ImGuiWindow* window = g.CurrentWindow;
10209
0
    IM_UNUSED(window);
10210
10211
    // Window stacks
10212
    // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
10213
0
    IM_ASSERT(SizeOfIDStack         == window->IDStack.Size     && "PushID/PopID or TreeNode/TreePop Mismatch!");
10214
10215
    // Global stacks
10216
    // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
10217
0
    IM_ASSERT(SizeOfGroupStack      == g.GroupStack.Size        && "BeginGroup/EndGroup Mismatch!");
10218
0
    IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size   && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!");
10219
0
    IM_ASSERT(SizeOfDisabledStack   == g.DisabledStackSize      && "BeginDisabled/EndDisabled Mismatch!");
10220
0
    IM_ASSERT(SizeOfItemFlagsStack  >= g.ItemFlagsStack.Size    && "PushItemFlag/PopItemFlag Mismatch!");
10221
0
    IM_ASSERT(SizeOfColorStack      >= g.ColorStack.Size        && "PushStyleColor/PopStyleColor Mismatch!");
10222
0
    IM_ASSERT(SizeOfStyleVarStack   >= g.StyleVarStack.Size     && "PushStyleVar/PopStyleVar Mismatch!");
10223
0
    IM_ASSERT(SizeOfFontStack       >= g.FontStack.Size         && "PushFont/PopFont Mismatch!");
10224
0
    IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size   && "PushFocusScope/PopFocusScope Mismatch!");
10225
0
}
10226
10227
10228
//-----------------------------------------------------------------------------
10229
// [SECTION] LAYOUT
10230
//-----------------------------------------------------------------------------
10231
// - ItemSize()
10232
// - ItemAdd()
10233
// - SameLine()
10234
// - GetCursorScreenPos()
10235
// - SetCursorScreenPos()
10236
// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()
10237
// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()
10238
// - GetCursorStartPos()
10239
// - Indent()
10240
// - Unindent()
10241
// - SetNextItemWidth()
10242
// - PushItemWidth()
10243
// - PushMultiItemsWidths()
10244
// - PopItemWidth()
10245
// - CalcItemWidth()
10246
// - CalcItemSize()
10247
// - GetTextLineHeight()
10248
// - GetTextLineHeightWithSpacing()
10249
// - GetFrameHeight()
10250
// - GetFrameHeightWithSpacing()
10251
// - GetContentRegionMax()
10252
// - GetContentRegionMaxAbs() [Internal]
10253
// - GetContentRegionAvail(),
10254
// - GetWindowContentRegionMin(), GetWindowContentRegionMax()
10255
// - BeginGroup()
10256
// - EndGroup()
10257
// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.
10258
//-----------------------------------------------------------------------------
10259
10260
// Advance cursor given item size for layout.
10261
// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
10262
// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
10263
void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
10264
0
{
10265
0
    ImGuiContext& g = *GImGui;
10266
0
    ImGuiWindow* window = g.CurrentWindow;
10267
0
    if (window->SkipItems)
10268
0
        return;
10269
10270
    // We increase the height in this function to accommodate for baseline offset.
10271
    // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
10272
    // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
10273
0
    const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
10274
10275
0
    const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y;
10276
0
    const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y);
10277
10278
    // Always align ourselves on pixel boundaries
10279
    //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
10280
0
    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
10281
0
    window->DC.CursorPosPrevLine.y = line_y1;
10282
0
    window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);    // Next line
10283
0
    window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y);                       // Next line
10284
0
    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
10285
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
10286
    //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
10287
10288
0
    window->DC.PrevLineSize.y = line_height;
10289
0
    window->DC.CurrLineSize.y = 0.0f;
10290
0
    window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
10291
0
    window->DC.CurrLineTextBaseOffset = 0.0f;
10292
0
    window->DC.IsSameLine = window->DC.IsSetPos = false;
10293
10294
    // Horizontal layout mode
10295
0
    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
10296
0
        SameLine();
10297
0
}
10298
10299
// Declare item bounding box for clipping and interaction.
10300
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
10301
// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
10302
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
10303
0
{
10304
0
    ImGuiContext& g = *GImGui;
10305
0
    ImGuiWindow* window = g.CurrentWindow;
10306
10307
    // Set item data
10308
    // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)
10309
0
    g.LastItemData.ID = id;
10310
0
    g.LastItemData.Rect = bb;
10311
0
    g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;
10312
0
    g.LastItemData.InFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags;
10313
0
    g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
10314
    // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared.
10315
10316
    // Directional navigation processing
10317
0
    if (id != 0)
10318
0
    {
10319
0
        KeepAliveID(id);
10320
10321
        // Runs prior to clipping early-out
10322
        //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
10323
        //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
10324
        //      unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
10325
        //      thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
10326
        //      We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
10327
        //      to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
10328
        // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
10329
        // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
10330
0
        if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav))
10331
0
        {
10332
0
            window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
10333
0
            if (g.NavId == id || g.NavAnyRequest)
10334
0
                if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
10335
0
                    if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
10336
0
                        NavProcessItem();
10337
0
        }
10338
10339
        // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
10340
        // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
10341
        // READ THE FAQ: https://dearimgui.com/faq
10342
0
        IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
10343
0
    }
10344
0
    g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
10345
0
    g.NextItemData.ItemFlags = ImGuiItemFlags_None;
10346
10347
#ifdef IMGUI_ENABLE_TEST_ENGINE
10348
    if (id != 0)
10349
        IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData);
10350
#endif
10351
10352
    // Clipping test
10353
    // (FIXME: This is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)
10354
    //const bool is_clipped = IsClippedEx(bb, id);
10355
    //if (is_clipped)
10356
    //    return false;
10357
0
    const bool is_rect_visible = bb.Overlaps(window->ClipRect);
10358
0
    if (!is_rect_visible)
10359
0
        if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId))
10360
0
            if (!g.LogEnabled)
10361
0
                return false;
10362
10363
    // [DEBUG]
10364
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
10365
0
    if (id != 0 && id == g.DebugLocateId)
10366
0
        DebugLocateItemResolveWithLastItem();
10367
0
#endif
10368
    //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
10369
    //if ((g.LastItemData.InFlags & ImGuiItemFlags_NoNav) == 0)
10370
    //    window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG]
10371
10372
    // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
10373
0
    if (is_rect_visible)
10374
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;
10375
0
    if (IsMouseHoveringRect(bb.Min, bb.Max))
10376
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;
10377
0
    return true;
10378
0
}
10379
10380
// Gets back to previous line and continue with horizontal layout
10381
//      offset_from_start_x == 0 : follow right after previous item
10382
//      offset_from_start_x != 0 : align to specified x position (relative to window/group left)
10383
//      spacing_w < 0            : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0
10384
//      spacing_w >= 0           : enforce spacing amount
10385
void ImGui::SameLine(float offset_from_start_x, float spacing_w)
10386
0
{
10387
0
    ImGuiContext& g = *GImGui;
10388
0
    ImGuiWindow* window = g.CurrentWindow;
10389
0
    if (window->SkipItems)
10390
0
        return;
10391
10392
0
    if (offset_from_start_x != 0.0f)
10393
0
    {
10394
0
        if (spacing_w < 0.0f)
10395
0
            spacing_w = 0.0f;
10396
0
        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
10397
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10398
0
    }
10399
0
    else
10400
0
    {
10401
0
        if (spacing_w < 0.0f)
10402
0
            spacing_w = g.Style.ItemSpacing.x;
10403
0
        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
10404
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10405
0
    }
10406
0
    window->DC.CurrLineSize = window->DC.PrevLineSize;
10407
0
    window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
10408
0
    window->DC.IsSameLine = true;
10409
0
}
10410
10411
ImVec2 ImGui::GetCursorScreenPos()
10412
0
{
10413
0
    ImGuiWindow* window = GetCurrentWindowRead();
10414
0
    return window->DC.CursorPos;
10415
0
}
10416
10417
void ImGui::SetCursorScreenPos(const ImVec2& pos)
10418
0
{
10419
0
    ImGuiWindow* window = GetCurrentWindow();
10420
0
    window->DC.CursorPos = pos;
10421
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10422
0
    window->DC.IsSetPos = true;
10423
0
}
10424
10425
// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
10426
// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
10427
ImVec2 ImGui::GetCursorPos()
10428
0
{
10429
0
    ImGuiWindow* window = GetCurrentWindowRead();
10430
0
    return window->DC.CursorPos - window->Pos + window->Scroll;
10431
0
}
10432
10433
float ImGui::GetCursorPosX()
10434
0
{
10435
0
    ImGuiWindow* window = GetCurrentWindowRead();
10436
0
    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
10437
0
}
10438
10439
float ImGui::GetCursorPosY()
10440
0
{
10441
0
    ImGuiWindow* window = GetCurrentWindowRead();
10442
0
    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
10443
0
}
10444
10445
void ImGui::SetCursorPos(const ImVec2& local_pos)
10446
0
{
10447
0
    ImGuiWindow* window = GetCurrentWindow();
10448
0
    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
10449
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10450
0
    window->DC.IsSetPos = true;
10451
0
}
10452
10453
void ImGui::SetCursorPosX(float x)
10454
0
{
10455
0
    ImGuiWindow* window = GetCurrentWindow();
10456
0
    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
10457
    //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
10458
0
    window->DC.IsSetPos = true;
10459
0
}
10460
10461
void ImGui::SetCursorPosY(float y)
10462
0
{
10463
0
    ImGuiWindow* window = GetCurrentWindow();
10464
0
    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
10465
    //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
10466
0
    window->DC.IsSetPos = true;
10467
0
}
10468
10469
ImVec2 ImGui::GetCursorStartPos()
10470
0
{
10471
0
    ImGuiWindow* window = GetCurrentWindowRead();
10472
0
    return window->DC.CursorStartPos - window->Pos;
10473
0
}
10474
10475
void ImGui::Indent(float indent_w)
10476
0
{
10477
0
    ImGuiContext& g = *GImGui;
10478
0
    ImGuiWindow* window = GetCurrentWindow();
10479
0
    window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10480
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10481
0
}
10482
10483
void ImGui::Unindent(float indent_w)
10484
0
{
10485
0
    ImGuiContext& g = *GImGui;
10486
0
    ImGuiWindow* window = GetCurrentWindow();
10487
0
    window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10488
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10489
0
}
10490
10491
// Affect large frame+labels widgets only.
10492
void ImGui::SetNextItemWidth(float item_width)
10493
0
{
10494
0
    ImGuiContext& g = *GImGui;
10495
0
    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
10496
0
    g.NextItemData.Width = item_width;
10497
0
}
10498
10499
// FIXME: Remove the == 0.0f behavior?
10500
void ImGui::PushItemWidth(float item_width)
10501
0
{
10502
0
    ImGuiContext& g = *GImGui;
10503
0
    ImGuiWindow* window = g.CurrentWindow;
10504
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10505
0
    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
10506
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10507
0
}
10508
10509
void ImGui::PushMultiItemsWidths(int components, float w_full)
10510
0
{
10511
0
    ImGuiContext& g = *GImGui;
10512
0
    ImGuiWindow* window = g.CurrentWindow;
10513
0
    IM_ASSERT(components > 0);
10514
0
    const ImGuiStyle& style = g.Style;
10515
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10516
0
    float w_items = w_full - style.ItemInnerSpacing.x * (components - 1);
10517
0
    float prev_split = w_items;
10518
0
    for (int i = components - 1; i > 0; i--)
10519
0
    {
10520
0
        float next_split = IM_TRUNC(w_items * i / components);
10521
0
        window->DC.ItemWidthStack.push_back(prev_split - next_split);
10522
0
        prev_split = next_split;
10523
0
    }
10524
0
    window->DC.ItemWidth = prev_split;
10525
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10526
0
}
10527
10528
void ImGui::PopItemWidth()
10529
0
{
10530
0
    ImGuiWindow* window = GetCurrentWindow();
10531
0
    window->DC.ItemWidth = window->DC.ItemWidthStack.back();
10532
0
    window->DC.ItemWidthStack.pop_back();
10533
0
}
10534
10535
// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().
10536
// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()
10537
float ImGui::CalcItemWidth()
10538
0
{
10539
0
    ImGuiContext& g = *GImGui;
10540
0
    ImGuiWindow* window = g.CurrentWindow;
10541
0
    float w;
10542
0
    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
10543
0
        w = g.NextItemData.Width;
10544
0
    else
10545
0
        w = window->DC.ItemWidth;
10546
0
    if (w < 0.0f)
10547
0
    {
10548
0
        float region_max_x = GetContentRegionMaxAbs().x;
10549
0
        w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
10550
0
    }
10551
0
    w = IM_TRUNC(w);
10552
0
    return w;
10553
0
}
10554
10555
// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().
10556
// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.
10557
// Note that only CalcItemWidth() is publicly exposed.
10558
// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
10559
ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
10560
0
{
10561
0
    ImGuiContext& g = *GImGui;
10562
0
    ImGuiWindow* window = g.CurrentWindow;
10563
10564
0
    ImVec2 region_max;
10565
0
    if (size.x < 0.0f || size.y < 0.0f)
10566
0
        region_max = GetContentRegionMaxAbs();
10567
10568
0
    if (size.x == 0.0f)
10569
0
        size.x = default_w;
10570
0
    else if (size.x < 0.0f)
10571
0
        size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);
10572
10573
0
    if (size.y == 0.0f)
10574
0
        size.y = default_h;
10575
0
    else if (size.y < 0.0f)
10576
0
        size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);
10577
10578
0
    return size;
10579
0
}
10580
10581
float ImGui::GetTextLineHeight()
10582
0
{
10583
0
    ImGuiContext& g = *GImGui;
10584
0
    return g.FontSize;
10585
0
}
10586
10587
float ImGui::GetTextLineHeightWithSpacing()
10588
0
{
10589
0
    ImGuiContext& g = *GImGui;
10590
0
    return g.FontSize + g.Style.ItemSpacing.y;
10591
0
}
10592
10593
float ImGui::GetFrameHeight()
10594
0
{
10595
0
    ImGuiContext& g = *GImGui;
10596
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f;
10597
0
}
10598
10599
float ImGui::GetFrameHeightWithSpacing()
10600
0
{
10601
0
    ImGuiContext& g = *GImGui;
10602
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
10603
0
}
10604
10605
// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience!
10606
10607
// FIXME: This is in window space (not screen space!).
10608
ImVec2 ImGui::GetContentRegionMax()
10609
0
{
10610
0
    ImGuiContext& g = *GImGui;
10611
0
    ImGuiWindow* window = g.CurrentWindow;
10612
0
    ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
10613
0
    return mx - window->Pos;
10614
0
}
10615
10616
// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
10617
ImVec2 ImGui::GetContentRegionMaxAbs()
10618
0
{
10619
0
    ImGuiContext& g = *GImGui;
10620
0
    ImGuiWindow* window = g.CurrentWindow;
10621
0
    ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
10622
0
    return mx;
10623
0
}
10624
10625
ImVec2 ImGui::GetContentRegionAvail()
10626
0
{
10627
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10628
0
    return GetContentRegionMaxAbs() - window->DC.CursorPos;
10629
0
}
10630
10631
// In window space (not screen space!)
10632
ImVec2 ImGui::GetWindowContentRegionMin()
10633
0
{
10634
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10635
0
    return window->ContentRegionRect.Min - window->Pos;
10636
0
}
10637
10638
ImVec2 ImGui::GetWindowContentRegionMax()
10639
0
{
10640
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10641
0
    return window->ContentRegionRect.Max - window->Pos;
10642
0
}
10643
10644
// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
10645
// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
10646
// FIXME-OPT: Could we safely early out on ->SkipItems?
10647
void ImGui::BeginGroup()
10648
0
{
10649
0
    ImGuiContext& g = *GImGui;
10650
0
    ImGuiWindow* window = g.CurrentWindow;
10651
10652
0
    g.GroupStack.resize(g.GroupStack.Size + 1);
10653
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10654
0
    group_data.WindowID = window->ID;
10655
0
    group_data.BackupCursorPos = window->DC.CursorPos;
10656
0
    group_data.BackupCursorPosPrevLine = window->DC.CursorPosPrevLine;
10657
0
    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
10658
0
    group_data.BackupIndent = window->DC.Indent;
10659
0
    group_data.BackupGroupOffset = window->DC.GroupOffset;
10660
0
    group_data.BackupCurrLineSize = window->DC.CurrLineSize;
10661
0
    group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
10662
0
    group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
10663
0
    group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
10664
0
    group_data.BackupIsSameLine = window->DC.IsSameLine;
10665
0
    group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
10666
0
    group_data.EmitItem = true;
10667
10668
0
    window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
10669
0
    window->DC.Indent = window->DC.GroupOffset;
10670
0
    window->DC.CursorMaxPos = window->DC.CursorPos;
10671
0
    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
10672
0
    if (g.LogEnabled)
10673
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10674
0
}
10675
10676
void ImGui::EndGroup()
10677
0
{
10678
0
    ImGuiContext& g = *GImGui;
10679
0
    ImGuiWindow* window = g.CurrentWindow;
10680
0
    IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls
10681
10682
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10683
0
    IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?
10684
10685
0
    if (window->DC.IsSetPos)
10686
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
10687
10688
0
    ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
10689
10690
0
    window->DC.CursorPos = group_data.BackupCursorPos;
10691
0
    window->DC.CursorPosPrevLine = group_data.BackupCursorPosPrevLine;
10692
0
    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
10693
0
    window->DC.Indent = group_data.BackupIndent;
10694
0
    window->DC.GroupOffset = group_data.BackupGroupOffset;
10695
0
    window->DC.CurrLineSize = group_data.BackupCurrLineSize;
10696
0
    window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
10697
0
    window->DC.IsSameLine = group_data.BackupIsSameLine;
10698
0
    if (g.LogEnabled)
10699
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10700
10701
0
    if (!group_data.EmitItem)
10702
0
    {
10703
0
        g.GroupStack.pop_back();
10704
0
        return;
10705
0
    }
10706
10707
0
    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
10708
0
    ItemSize(group_bb.GetSize());
10709
0
    ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop);
10710
10711
    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
10712
    // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
10713
    // Also if you grep for LastItemId you'll notice it is only used in that context.
10714
    // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
10715
0
    const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
10716
0
    const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
10717
0
    if (group_contains_curr_active_id)
10718
0
        g.LastItemData.ID = g.ActiveId;
10719
0
    else if (group_contains_prev_active_id)
10720
0
        g.LastItemData.ID = g.ActiveIdPreviousFrame;
10721
0
    g.LastItemData.Rect = group_bb;
10722
10723
    // Forward Hovered flag
10724
0
    const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;
10725
0
    if (group_contains_curr_hovered_id)
10726
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
10727
10728
    // Forward Edited flag
10729
0
    if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
10730
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
10731
10732
    // Forward Deactivated flag
10733
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
10734
0
    if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
10735
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;
10736
10737
0
    g.GroupStack.pop_back();
10738
0
    if (g.DebugShowGroupRects)
10739
0
        window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]
10740
0
}
10741
10742
10743
//-----------------------------------------------------------------------------
10744
// [SECTION] SCROLLING
10745
//-----------------------------------------------------------------------------
10746
10747
// Helper to snap on edges when aiming at an item very close to the edge,
10748
// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.
10749
// When we refactor the scrolling API this may be configurable with a flag?
10750
// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.
10751
static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)
10752
0
{
10753
0
    if (target <= snap_min + snap_threshold)
10754
0
        return ImLerp(snap_min, target, center_ratio);
10755
0
    if (target >= snap_max - snap_threshold)
10756
0
        return ImLerp(target, snap_max, center_ratio);
10757
0
    return target;
10758
0
}
10759
10760
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
10761
0
{
10762
0
    ImVec2 scroll = window->Scroll;
10763
0
    ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2);
10764
0
    for (int axis = 0; axis < 2; axis++)
10765
0
    {
10766
0
        if (window->ScrollTarget[axis] < FLT_MAX)
10767
0
        {
10768
0
            float center_ratio = window->ScrollTargetCenterRatio[axis];
10769
0
            float scroll_target = window->ScrollTarget[axis];
10770
0
            if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f)
10771
0
            {
10772
0
                float snap_min = 0.0f;
10773
0
                float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];
10774
0
                scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);
10775
0
            }
10776
0
            scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
10777
0
        }
10778
0
        scroll[axis] = IM_ROUND(ImMax(scroll[axis], 0.0f));
10779
0
        if (!window->Collapsed && !window->SkipItems)
10780
0
            scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
10781
0
    }
10782
0
    return scroll;
10783
0
}
10784
10785
void ImGui::ScrollToItem(ImGuiScrollFlags flags)
10786
0
{
10787
0
    ImGuiContext& g = *GImGui;
10788
0
    ImGuiWindow* window = g.CurrentWindow;
10789
0
    ScrollToRectEx(window, g.LastItemData.NavRect, flags);
10790
0
}
10791
10792
void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10793
0
{
10794
0
    ScrollToRectEx(window, item_rect, flags);
10795
0
}
10796
10797
// Scroll to keep newly navigated item fully into view
10798
ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10799
0
{
10800
0
    ImGuiContext& g = *GImGui;
10801
0
    ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
10802
0
    scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x);
10803
0
    scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y);
10804
    //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG]
10805
    //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG]
10806
10807
    // Check that only one behavior is selected per axis
10808
0
    IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));
10809
0
    IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));
10810
10811
    // Defaults
10812
0
    ImGuiScrollFlags in_flags = flags;
10813
0
    if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)
10814
0
        flags |= ImGuiScrollFlags_KeepVisibleEdgeX;
10815
0
    if ((flags & ImGuiScrollFlags_MaskY_) == 0)
10816
0
        flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;
10817
10818
0
    const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x;
10819
0
    const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y;
10820
0
    const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10821
0
    const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10822
10823
0
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)
10824
0
    {
10825
0
        if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x)
10826
0
            SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);
10827
0
        else if (item_rect.Max.x >= scroll_rect.Max.x)
10828
0
            SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);
10829
0
    }
10830
0
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
10831
0
    {
10832
0
        if (can_be_fully_visible_x)
10833
0
            SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);
10834
0
        else
10835
0
            SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);
10836
0
    }
10837
10838
0
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)
10839
0
    {
10840
0
        if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y)
10841
0
            SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);
10842
0
        else if (item_rect.Max.y >= scroll_rect.Max.y)
10843
0
            SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);
10844
0
    }
10845
0
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
10846
0
    {
10847
0
        if (can_be_fully_visible_y)
10848
0
            SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
10849
0
        else
10850
0
            SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);
10851
0
    }
10852
10853
0
    ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
10854
0
    ImVec2 delta_scroll = next_scroll - window->Scroll;
10855
10856
    // Also scroll parent window to keep us into view if necessary
10857
0
    if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))
10858
0
    {
10859
        // FIXME-SCROLL: May be an option?
10860
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)
10861
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;
10862
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)
10863
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;
10864
0
        delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);
10865
0
    }
10866
10867
0
    return delta_scroll;
10868
0
}
10869
10870
float ImGui::GetScrollX()
10871
0
{
10872
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10873
0
    return window->Scroll.x;
10874
0
}
10875
10876
float ImGui::GetScrollY()
10877
0
{
10878
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10879
0
    return window->Scroll.y;
10880
0
}
10881
10882
float ImGui::GetScrollMaxX()
10883
0
{
10884
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10885
0
    return window->ScrollMax.x;
10886
0
}
10887
10888
float ImGui::GetScrollMaxY()
10889
0
{
10890
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10891
0
    return window->ScrollMax.y;
10892
0
}
10893
10894
void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)
10895
0
{
10896
0
    window->ScrollTarget.x = scroll_x;
10897
0
    window->ScrollTargetCenterRatio.x = 0.0f;
10898
0
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10899
0
}
10900
10901
void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)
10902
0
{
10903
0
    window->ScrollTarget.y = scroll_y;
10904
0
    window->ScrollTargetCenterRatio.y = 0.0f;
10905
0
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10906
0
}
10907
10908
void ImGui::SetScrollX(float scroll_x)
10909
0
{
10910
0
    ImGuiContext& g = *GImGui;
10911
0
    SetScrollX(g.CurrentWindow, scroll_x);
10912
0
}
10913
10914
void ImGui::SetScrollY(float scroll_y)
10915
0
{
10916
0
    ImGuiContext& g = *GImGui;
10917
0
    SetScrollY(g.CurrentWindow, scroll_y);
10918
0
}
10919
10920
// Note that a local position will vary depending on initial scroll value,
10921
// This is a little bit confusing so bear with us:
10922
//  - local_pos = (absolution_pos - window->Pos)
10923
//  - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,
10924
//    and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.
10925
//  - They mostly exist because of legacy API.
10926
// Following the rules above, when trying to work with scrolling code, consider that:
10927
//  - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!
10928
//  - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense
10929
// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size
10930
void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
10931
0
{
10932
0
    IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
10933
0
    window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset
10934
0
    window->ScrollTargetCenterRatio.x = center_x_ratio;
10935
0
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10936
0
}
10937
10938
void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
10939
0
{
10940
0
    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
10941
0
    window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset
10942
0
    window->ScrollTargetCenterRatio.y = center_y_ratio;
10943
0
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10944
0
}
10945
10946
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
10947
0
{
10948
0
    ImGuiContext& g = *GImGui;
10949
0
    SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);
10950
0
}
10951
10952
void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
10953
0
{
10954
0
    ImGuiContext& g = *GImGui;
10955
0
    SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
10956
0
}
10957
10958
// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
10959
void ImGui::SetScrollHereX(float center_x_ratio)
10960
0
{
10961
0
    ImGuiContext& g = *GImGui;
10962
0
    ImGuiWindow* window = g.CurrentWindow;
10963
0
    float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);
10964
0
    float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio);
10965
0
    SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos
10966
10967
    // Tweak: snap on edges when aiming at an item very close to the edge
10968
0
    window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);
10969
0
}
10970
10971
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
10972
void ImGui::SetScrollHereY(float center_y_ratio)
10973
0
{
10974
0
    ImGuiContext& g = *GImGui;
10975
0
    ImGuiWindow* window = g.CurrentWindow;
10976
0
    float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);
10977
0
    float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
10978
0
    SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
10979
10980
    // Tweak: snap on edges when aiming at an item very close to the edge
10981
0
    window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);
10982
0
}
10983
10984
//-----------------------------------------------------------------------------
10985
// [SECTION] TOOLTIPS
10986
//-----------------------------------------------------------------------------
10987
10988
bool ImGui::BeginTooltip()
10989
0
{
10990
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
10991
0
}
10992
10993
bool ImGui::BeginItemTooltip()
10994
0
{
10995
0
    if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip))
10996
0
        return false;
10997
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
10998
0
}
10999
11000
bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)
11001
0
{
11002
0
    ImGuiContext& g = *GImGui;
11003
11004
0
    if (g.DragDropWithinSource || g.DragDropWithinTarget)
11005
0
    {
11006
        // Drag and Drop tooltips are positioning differently than other tooltips:
11007
        // - offset visibility to increase visibility around mouse.
11008
        // - never clamp within outer viewport boundary.
11009
        // We call SetNextWindowPos() to enforce position and disable clamping.
11010
        // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones).
11011
        //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
11012
0
        ImVec2 tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET * g.Style.MouseCursorScale;
11013
0
        SetNextWindowPos(tooltip_pos);
11014
0
        SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
11015
        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
11016
0
        tooltip_flags |= ImGuiTooltipFlags_OverridePrevious;
11017
0
    }
11018
11019
0
    char window_name[16];
11020
0
    ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
11021
0
    if (tooltip_flags & ImGuiTooltipFlags_OverridePrevious)
11022
0
        if (ImGuiWindow* window = FindWindowByName(window_name))
11023
0
            if (window->Active)
11024
0
            {
11025
                // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
11026
0
                SetWindowHiddendAndSkipItemsForCurrentFrame(window);
11027
0
                ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
11028
0
            }
11029
0
    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking;
11030
0
    Begin(window_name, NULL, flags | extra_window_flags);
11031
    // 2023-03-09: Added bool return value to the API, but currently always returning true.
11032
    // If this ever returns false we need to update BeginDragDropSource() accordingly.
11033
    //if (!ret)
11034
    //    End();
11035
    //return ret;
11036
0
    return true;
11037
0
}
11038
11039
void ImGui::EndTooltip()
11040
0
{
11041
0
    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls
11042
0
    End();
11043
0
}
11044
11045
void ImGui::SetTooltip(const char* fmt, ...)
11046
0
{
11047
0
    va_list args;
11048
0
    va_start(args, fmt);
11049
0
    SetTooltipV(fmt, args);
11050
0
    va_end(args);
11051
0
}
11052
11053
void ImGui::SetTooltipV(const char* fmt, va_list args)
11054
0
{
11055
0
    if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None))
11056
0
        return;
11057
0
    TextV(fmt, args);
11058
0
    EndTooltip();
11059
0
}
11060
11061
// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'.
11062
// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse.
11063
void ImGui::SetItemTooltip(const char* fmt, ...)
11064
0
{
11065
0
    va_list args;
11066
0
    va_start(args, fmt);
11067
0
    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
11068
0
        SetTooltipV(fmt, args);
11069
0
    va_end(args);
11070
0
}
11071
11072
void ImGui::SetItemTooltipV(const char* fmt, va_list args)
11073
0
{
11074
0
    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
11075
0
        SetTooltipV(fmt, args);
11076
0
}
11077
11078
11079
//-----------------------------------------------------------------------------
11080
// [SECTION] POPUPS
11081
//-----------------------------------------------------------------------------
11082
11083
// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
11084
bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
11085
0
{
11086
0
    ImGuiContext& g = *GImGui;
11087
0
    if (popup_flags & ImGuiPopupFlags_AnyPopupId)
11088
0
    {
11089
        // Return true if any popup is open at the current BeginPopup() level of the popup stack
11090
        // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.
11091
0
        IM_ASSERT(id == 0);
11092
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
11093
0
            return g.OpenPopupStack.Size > 0;
11094
0
        else
11095
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size;
11096
0
    }
11097
0
    else
11098
0
    {
11099
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
11100
0
        {
11101
            // Return true if the popup is open anywhere in the popup stack
11102
0
            for (ImGuiPopupData& popup_data : g.OpenPopupStack)
11103
0
                if (popup_data.PopupId == id)
11104
0
                    return true;
11105
0
            return false;
11106
0
        }
11107
0
        else
11108
0
        {
11109
            // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)
11110
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
11111
0
        }
11112
0
    }
11113
0
}
11114
11115
bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)
11116
0
{
11117
0
    ImGuiContext& g = *GImGui;
11118
0
    ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);
11119
0
    if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)
11120
0
        IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally
11121
0
    return IsPopupOpen(id, popup_flags);
11122
0
}
11123
11124
// Also see FindBlockingModal(NULL)
11125
ImGuiWindow* ImGui::GetTopMostPopupModal()
11126
0
{
11127
0
    ImGuiContext& g = *GImGui;
11128
0
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
11129
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
11130
0
            if (popup->Flags & ImGuiWindowFlags_Modal)
11131
0
                return popup;
11132
0
    return NULL;
11133
0
}
11134
11135
// See Demo->Stacked Modal to confirm what this is for.
11136
ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()
11137
0
{
11138
0
    ImGuiContext& g = *GImGui;
11139
0
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
11140
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
11141
0
            if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))
11142
0
                return popup;
11143
0
    return NULL;
11144
0
}
11145
11146
void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
11147
0
{
11148
0
    ImGuiContext& g = *GImGui;
11149
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
11150
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id);
11151
0
    OpenPopupEx(id, popup_flags);
11152
0
}
11153
11154
void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)
11155
0
{
11156
0
    OpenPopupEx(id, popup_flags);
11157
0
}
11158
11159
// Mark popup as open (toggle toward open state).
11160
// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
11161
// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
11162
// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
11163
void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
11164
0
{
11165
0
    ImGuiContext& g = *GImGui;
11166
0
    ImGuiWindow* parent_window = g.CurrentWindow;
11167
0
    const int current_stack_size = g.BeginPopupStack.Size;
11168
11169
0
    if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
11170
0
        if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId))
11171
0
            return;
11172
11173
0
    ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
11174
0
    popup_ref.PopupId = id;
11175
0
    popup_ref.Window = NULL;
11176
0
    popup_ref.BackupNavWindow = g.NavWindow;            // When popup closes focus may be restored to NavWindow (depend on window type).
11177
0
    popup_ref.OpenFrameCount = g.FrameCount;
11178
0
    popup_ref.OpenParentId = parent_window->IDStack.back();
11179
0
    popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
11180
0
    popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
11181
11182
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id);
11183
0
    if (g.OpenPopupStack.Size < current_stack_size + 1)
11184
0
    {
11185
0
        g.OpenPopupStack.push_back(popup_ref);
11186
0
    }
11187
0
    else
11188
0
    {
11189
        // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui
11190
        // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing
11191
        // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.
11192
0
        if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
11193
0
        {
11194
0
            g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
11195
0
        }
11196
0
        else
11197
0
        {
11198
            // Close child popups if any, then flag popup for open/reopen
11199
0
            ClosePopupToLevel(current_stack_size, false);
11200
0
            g.OpenPopupStack.push_back(popup_ref);
11201
0
        }
11202
11203
        // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
11204
        // This is equivalent to what ClosePopupToLevel() does.
11205
        //if (g.OpenPopupStack[current_stack_size].PopupId == id)
11206
        //    FocusWindow(parent_window);
11207
0
    }
11208
0
}
11209
11210
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
11211
// This function closes any popups that are over 'ref_window'.
11212
void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
11213
0
{
11214
0
    ImGuiContext& g = *GImGui;
11215
0
    if (g.OpenPopupStack.Size == 0)
11216
0
        return;
11217
11218
    // Don't close our own child popup windows.
11219
0
    int popup_count_to_keep = 0;
11220
0
    if (ref_window)
11221
0
    {
11222
        // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
11223
0
        for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
11224
0
        {
11225
0
            ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];
11226
0
            if (!popup.Window)
11227
0
                continue;
11228
0
            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
11229
0
            if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
11230
0
                continue;
11231
11232
            // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
11233
            // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:
11234
            //     Window -> Popup1 -> Popup2 -> Popup3
11235
            // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree!
11236
            //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
11237
0
            bool ref_window_is_descendent_of_popup = false;
11238
0
            for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
11239
0
                if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
11240
                    //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE
11241
0
                    if (IsWindowWithinBeginStackOf(ref_window, popup_window))
11242
0
                    {
11243
0
                        ref_window_is_descendent_of_popup = true;
11244
0
                        break;
11245
0
                    }
11246
0
            if (!ref_window_is_descendent_of_popup)
11247
0
                break;
11248
0
        }
11249
0
    }
11250
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
11251
0
    {
11252
0
        IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : "<NULL>");
11253
0
        ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);
11254
0
    }
11255
0
}
11256
11257
void ImGui::ClosePopupsExceptModals()
11258
0
{
11259
0
    ImGuiContext& g = *GImGui;
11260
11261
0
    int popup_count_to_keep;
11262
0
    for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)
11263
0
    {
11264
0
        ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;
11265
0
        if (!window || (window->Flags & ImGuiWindowFlags_Modal))
11266
0
            break;
11267
0
    }
11268
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
11269
0
        ClosePopupToLevel(popup_count_to_keep, true);
11270
0
}
11271
11272
void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
11273
0
{
11274
0
    ImGuiContext& g = *GImGui;
11275
0
    IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup);
11276
0
    IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
11277
11278
    // Trim open popup stack
11279
0
    ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;
11280
0
    ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow;
11281
0
    g.OpenPopupStack.resize(remaining);
11282
11283
0
    if (restore_focus_to_window_under_popup)
11284
0
    {
11285
0
        ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window;
11286
0
        if (focus_window && !focus_window->WasActive && popup_window)
11287
0
            FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback
11288
0
        else
11289
0
            FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None);
11290
0
    }
11291
0
}
11292
11293
// Close the popup we have begin-ed into.
11294
void ImGui::CloseCurrentPopup()
11295
0
{
11296
0
    ImGuiContext& g = *GImGui;
11297
0
    int popup_idx = g.BeginPopupStack.Size - 1;
11298
0
    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
11299
0
        return;
11300
11301
    // Closing a menu closes its top-most parent popup (unless a modal)
11302
0
    while (popup_idx > 0)
11303
0
    {
11304
0
        ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
11305
0
        ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
11306
0
        bool close_parent = false;
11307
0
        if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
11308
0
            if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))
11309
0
                close_parent = true;
11310
0
        if (!close_parent)
11311
0
            break;
11312
0
        popup_idx--;
11313
0
    }
11314
0
    IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
11315
0
    ClosePopupToLevel(popup_idx, true);
11316
11317
    // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
11318
    // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
11319
    // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
11320
0
    if (ImGuiWindow* window = g.NavWindow)
11321
0
        window->DC.NavHideHighlightOneFrame = true;
11322
0
}
11323
11324
// Attention! BeginPopup() adds default flags which BeginPopupEx()!
11325
bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
11326
0
{
11327
0
    ImGuiContext& g = *GImGui;
11328
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
11329
0
    {
11330
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11331
0
        return false;
11332
0
    }
11333
11334
0
    char name[20];
11335
0
    if (flags & ImGuiWindowFlags_ChildMenu)
11336
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth
11337
0
    else
11338
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
11339
11340
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking;
11341
0
    bool is_open = Begin(name, NULL, flags);
11342
0
    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
11343
0
        EndPopup();
11344
11345
0
    return is_open;
11346
0
}
11347
11348
bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
11349
0
{
11350
0
    ImGuiContext& g = *GImGui;
11351
0
    if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
11352
0
    {
11353
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11354
0
        return false;
11355
0
    }
11356
0
    flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
11357
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
11358
0
    return BeginPopupEx(id, flags);
11359
0
}
11360
11361
// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
11362
// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup).
11363
// - *p_open set back to false in BeginPopupModal() when popup is not open.
11364
// - if you set *p_open to false before calling BeginPopupModal(), it will close the popup.
11365
bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
11366
0
{
11367
0
    ImGuiContext& g = *GImGui;
11368
0
    ImGuiWindow* window = g.CurrentWindow;
11369
0
    const ImGuiID id = window->GetID(name);
11370
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
11371
0
    {
11372
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11373
0
        if (p_open && *p_open)
11374
0
            *p_open = false;
11375
0
        return false;
11376
0
    }
11377
11378
    // Center modal windows by default for increased visibility
11379
    // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
11380
    // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
11381
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
11382
0
    {
11383
0
        const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport?
11384
0
        SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
11385
0
    }
11386
11387
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking;
11388
0
    const bool is_open = Begin(name, p_open, flags);
11389
0
    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
11390
0
    {
11391
0
        EndPopup();
11392
0
        if (is_open)
11393
0
            ClosePopupToLevel(g.BeginPopupStack.Size, true);
11394
0
        return false;
11395
0
    }
11396
0
    return is_open;
11397
0
}
11398
11399
void ImGui::EndPopup()
11400
0
{
11401
0
    ImGuiContext& g = *GImGui;
11402
0
    ImGuiWindow* window = g.CurrentWindow;
11403
0
    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls
11404
0
    IM_ASSERT(g.BeginPopupStack.Size > 0);
11405
11406
    // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)
11407
0
    if (g.NavWindow == window)
11408
0
        NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
11409
11410
    // Child-popups don't need to be laid out
11411
0
    IM_ASSERT(g.WithinEndChild == false);
11412
0
    if (window->Flags & ImGuiWindowFlags_ChildWindow)
11413
0
        g.WithinEndChild = true;
11414
0
    End();
11415
0
    g.WithinEndChild = false;
11416
0
}
11417
11418
// Helper to open a popup if mouse button is released over the item
11419
// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
11420
void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
11421
0
{
11422
0
    ImGuiContext& g = *GImGui;
11423
0
    ImGuiWindow* window = g.CurrentWindow;
11424
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11425
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11426
0
    {
11427
0
        ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11428
0
        IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11429
0
        OpenPopupEx(id, popup_flags);
11430
0
    }
11431
0
}
11432
11433
// This is a helper to handle the simplest case of associating one named popup to one given widget.
11434
// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.
11435
// - To create a popup with a specific identifier, pass it in str_id.
11436
//    - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.
11437
//    - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.
11438
// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
11439
//   This is essentially the same as:
11440
//       id = str_id ? GetID(str_id) : GetItemID();
11441
//       OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight);
11442
//       return BeginPopup(id);
11443
//   Which is essentially the same as:
11444
//       id = str_id ? GetID(str_id) : GetItemID();
11445
//       if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
11446
//           OpenPopup(id);
11447
//       return BeginPopup(id);
11448
//   The main difference being that this is tweaked to avoid computing the ID twice.
11449
bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
11450
0
{
11451
0
    ImGuiContext& g = *GImGui;
11452
0
    ImGuiWindow* window = g.CurrentWindow;
11453
0
    if (window->SkipItems)
11454
0
        return false;
11455
0
    ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11456
0
    IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11457
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11458
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11459
0
        OpenPopupEx(id, popup_flags);
11460
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11461
0
}
11462
11463
bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)
11464
0
{
11465
0
    ImGuiContext& g = *GImGui;
11466
0
    ImGuiWindow* window = g.CurrentWindow;
11467
0
    if (!str_id)
11468
0
        str_id = "window_context";
11469
0
    ImGuiID id = window->GetID(str_id);
11470
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11471
0
    if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11472
0
        if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
11473
0
            OpenPopupEx(id, popup_flags);
11474
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11475
0
}
11476
11477
bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
11478
0
{
11479
0
    ImGuiContext& g = *GImGui;
11480
0
    ImGuiWindow* window = g.CurrentWindow;
11481
0
    if (!str_id)
11482
0
        str_id = "void_context";
11483
0
    ImGuiID id = window->GetID(str_id);
11484
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11485
0
    if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
11486
0
        if (GetTopMostPopupModal() == NULL)
11487
0
            OpenPopupEx(id, popup_flags);
11488
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11489
0
}
11490
11491
// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
11492
// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
11493
// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
11494
//  information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
11495
//  this allows us to have tooltips/popups displayed out of the parent viewport.)
11496
ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
11497
0
{
11498
0
    ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
11499
    //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
11500
    //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
11501
11502
    // Combo Box policy (we want a connecting edge)
11503
0
    if (policy == ImGuiPopupPositionPolicy_ComboBox)
11504
0
    {
11505
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
11506
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11507
0
        {
11508
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11509
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11510
0
                continue;
11511
0
            ImVec2 pos;
11512
0
            if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)
11513
0
            if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
11514
0
            if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
11515
0
            if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
11516
0
            if (!r_outer.Contains(ImRect(pos, pos + size)))
11517
0
                continue;
11518
0
            *last_dir = dir;
11519
0
            return pos;
11520
0
        }
11521
0
    }
11522
11523
    // Tooltip and Default popup policy
11524
    // (Always first try the direction we used on the last frame, if any)
11525
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
11526
0
    {
11527
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
11528
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11529
0
        {
11530
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11531
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11532
0
                continue;
11533
11534
0
            const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
11535
0
            const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
11536
11537
            // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
11538
0
            if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
11539
0
                continue;
11540
0
            if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
11541
0
                continue;
11542
11543
0
            ImVec2 pos;
11544
0
            pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
11545
0
            pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
11546
11547
            // Clamp top-left corner of popup
11548
0
            pos.x = ImMax(pos.x, r_outer.Min.x);
11549
0
            pos.y = ImMax(pos.y, r_outer.Min.y);
11550
11551
0
            *last_dir = dir;
11552
0
            return pos;
11553
0
        }
11554
0
    }
11555
11556
    // Fallback when not enough room:
11557
0
    *last_dir = ImGuiDir_None;
11558
11559
    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
11560
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip)
11561
0
        return ref_pos + ImVec2(2, 2);
11562
11563
    // Otherwise try to keep within display
11564
0
    ImVec2 pos = ref_pos;
11565
0
    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
11566
0
    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
11567
0
    return pos;
11568
0
}
11569
11570
// Note that this is used for popups, which can overlap the non work-area of individual viewports.
11571
ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
11572
0
{
11573
0
    ImGuiContext& g = *GImGui;
11574
0
    ImRect r_screen;
11575
0
    if (window->ViewportAllowPlatformMonitorExtend >= 0)
11576
0
    {
11577
        // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here)
11578
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend];
11579
0
        r_screen.Min = monitor.WorkPos;
11580
0
        r_screen.Max = monitor.WorkPos + monitor.WorkSize;
11581
0
    }
11582
0
    else
11583
0
    {
11584
        // Use the full viewport area (not work area) for popups
11585
0
        r_screen = window->Viewport->GetMainRect();
11586
0
    }
11587
0
    ImVec2 padding = g.Style.DisplaySafeAreaPadding;
11588
0
    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
11589
0
    return r_screen;
11590
0
}
11591
11592
ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
11593
0
{
11594
0
    ImGuiContext& g = *GImGui;
11595
11596
0
    ImRect r_outer = GetPopupAllowedExtentRect(window);
11597
0
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
11598
0
    {
11599
        // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
11600
        // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
11601
0
        ImGuiWindow* parent_window = window->ParentWindow;
11602
0
        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
11603
0
        ImRect r_avoid;
11604
0
        if (parent_window->DC.MenuBarAppending)
11605
0
            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
11606
0
        else
11607
0
            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
11608
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
11609
0
    }
11610
0
    if (window->Flags & ImGuiWindowFlags_Popup)
11611
0
    {
11612
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here
11613
0
    }
11614
0
    if (window->Flags & ImGuiWindowFlags_Tooltip)
11615
0
    {
11616
        // Position tooltip (always follows mouse + clamp within outer boundaries)
11617
        // Note that drag and drop tooltips are NOT using this path: BeginTooltipEx() manually sets their position.
11618
        // In theory we could handle both cases in same location, but requires a bit of shuffling as drag and drop tooltips are calling SetWindowPos() leading to 'window_pos_set_by_api' being set in Begin()
11619
0
        IM_ASSERT(g.CurrentWindow == window);
11620
0
        const float scale = g.Style.MouseCursorScale;
11621
0
        const ImVec2 ref_pos = NavCalcPreferredRefPos();
11622
0
        const ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET * scale;
11623
0
        ImRect r_avoid;
11624
0
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
11625
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
11626
0
        else
11627
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
11628
        //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255));
11629
0
        return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
11630
0
    }
11631
0
    IM_ASSERT(0);
11632
0
    return window->Pos;
11633
0
}
11634
11635
//-----------------------------------------------------------------------------
11636
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
11637
//-----------------------------------------------------------------------------
11638
11639
// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.
11640
// In our terminology those should be interchangeable, yet right now this is super confusing.
11641
// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
11642
11643
void ImGui::SetNavWindow(ImGuiWindow* window)
11644
0
{
11645
0
    ImGuiContext& g = *GImGui;
11646
0
    if (g.NavWindow != window)
11647
0
    {
11648
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>");
11649
0
        g.NavWindow = window;
11650
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
11651
0
    }
11652
0
    g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11653
0
    NavUpdateAnyRequestFlag();
11654
0
}
11655
11656
void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis)
11657
0
{
11658
0
    ImGuiContext& g = *GImGui;
11659
0
    g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX;
11660
0
}
11661
11662
void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
11663
0
{
11664
0
    ImGuiContext& g = *GImGui;
11665
0
    IM_ASSERT(g.NavWindow != NULL);
11666
0
    IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);
11667
0
    g.NavId = id;
11668
0
    g.NavLayer = nav_layer;
11669
0
    g.NavFocusScopeId = focus_scope_id;
11670
0
    g.NavWindow->NavLastIds[nav_layer] = id;
11671
0
    g.NavWindow->NavRectRel[nav_layer] = rect_rel;
11672
11673
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
11674
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
11675
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11676
0
}
11677
11678
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
11679
0
{
11680
0
    ImGuiContext& g = *GImGui;
11681
0
    IM_ASSERT(id != 0);
11682
11683
0
    if (g.NavWindow != window)
11684
0
       SetNavWindow(window);
11685
11686
    // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid.
11687
    // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
11688
0
    const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
11689
0
    g.NavId = id;
11690
0
    g.NavLayer = nav_layer;
11691
0
    g.NavFocusScopeId = g.CurrentFocusScopeId;
11692
0
    window->NavLastIds[nav_layer] = id;
11693
0
    if (g.LastItemData.ID == id)
11694
0
        window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11695
11696
0
    if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
11697
0
        g.NavDisableMouseHover = true;
11698
0
    else
11699
0
        g.NavDisableHighlight = true;
11700
11701
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
11702
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
11703
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11704
0
}
11705
11706
static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
11707
0
{
11708
0
    if (ImFabs(dx) > ImFabs(dy))
11709
0
        return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
11710
0
    return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
11711
0
}
11712
11713
static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max)
11714
0
{
11715
0
    if (cand_max < curr_min)
11716
0
        return cand_max - curr_min;
11717
0
    if (curr_max < cand_min)
11718
0
        return cand_min - curr_max;
11719
0
    return 0.0f;
11720
0
}
11721
11722
// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
11723
static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
11724
0
{
11725
0
    ImGuiContext& g = *GImGui;
11726
0
    ImGuiWindow* window = g.CurrentWindow;
11727
0
    if (g.NavLayer != window->DC.NavLayerCurrent)
11728
0
        return false;
11729
11730
    // FIXME: Those are not good variables names
11731
0
    ImRect cand = g.LastItemData.NavRect;   // Current item nav rectangle
11732
0
    const ImRect curr = g.NavScoringRect;   // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
11733
0
    g.NavScoringDebugCount++;
11734
11735
    // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
11736
0
    if (window->ParentWindow == g.NavWindow)
11737
0
    {
11738
0
        IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
11739
0
        if (!window->ClipRect.Overlaps(cand))
11740
0
            return false;
11741
0
        cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
11742
0
    }
11743
11744
    // Compute distance between boxes
11745
    // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
11746
0
    float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
11747
0
    float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
11748
0
    if (dby != 0.0f && dbx != 0.0f)
11749
0
        dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
11750
0
    float dist_box = ImFabs(dbx) + ImFabs(dby);
11751
11752
    // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
11753
0
    float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
11754
0
    float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
11755
0
    float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
11756
11757
    // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
11758
0
    ImGuiDir quadrant;
11759
0
    float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
11760
0
    if (dbx != 0.0f || dby != 0.0f)
11761
0
    {
11762
        // For non-overlapping boxes, use distance between boxes
11763
0
        dax = dbx;
11764
0
        day = dby;
11765
0
        dist_axial = dist_box;
11766
0
        quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
11767
0
    }
11768
0
    else if (dcx != 0.0f || dcy != 0.0f)
11769
0
    {
11770
        // For overlapping boxes with different centers, use distance between centers
11771
0
        dax = dcx;
11772
0
        day = dcy;
11773
0
        dist_axial = dist_center;
11774
0
        quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
11775
0
    }
11776
0
    else
11777
0
    {
11778
        // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
11779
0
        quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
11780
0
    }
11781
11782
0
    const ImGuiDir move_dir = g.NavMoveDir;
11783
#if IMGUI_DEBUG_NAV_SCORING
11784
    char buf[200];
11785
    if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate.
11786
    {
11787
        if (quadrant == move_dir)
11788
        {
11789
            ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
11790
            ImDrawList* draw_list = GetForegroundDrawList(window);
11791
            draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80));
11792
            draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200));
11793
            draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);
11794
        }
11795
    }
11796
    const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max);
11797
    const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space));
11798
    if (debug_hovering || debug_tty)
11799
    {
11800
        ImFormatString(buf, IM_ARRAYSIZE(buf),
11801
            "d-box    (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial  (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c",
11802
            dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]);
11803
        if (debug_hovering)
11804
        {
11805
            ImDrawList* draw_list = GetForegroundDrawList(window);
11806
            draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100));
11807
            draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200));
11808
            draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200));
11809
            draw_list->AddText(cand.Max, ~0U, buf);
11810
        }
11811
        if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); }
11812
    }
11813
#endif
11814
11815
    // Is it in the quadrant we're interested in moving to?
11816
0
    bool new_best = false;
11817
0
    if (quadrant == move_dir)
11818
0
    {
11819
        // Does it beat the current best candidate?
11820
0
        if (dist_box < result->DistBox)
11821
0
        {
11822
0
            result->DistBox = dist_box;
11823
0
            result->DistCenter = dist_center;
11824
0
            return true;
11825
0
        }
11826
0
        if (dist_box == result->DistBox)
11827
0
        {
11828
            // Try using distance between center points to break ties
11829
0
            if (dist_center < result->DistCenter)
11830
0
            {
11831
0
                result->DistCenter = dist_center;
11832
0
                new_best = true;
11833
0
            }
11834
0
            else if (dist_center == result->DistCenter)
11835
0
            {
11836
                // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
11837
                // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
11838
                // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
11839
0
                if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
11840
0
                    new_best = true;
11841
0
            }
11842
0
        }
11843
0
    }
11844
11845
    // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
11846
    // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
11847
    // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
11848
    // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
11849
    // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
11850
0
    if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match
11851
0
        if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
11852
0
            if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))
11853
0
            {
11854
0
                result->DistAxial = dist_axial;
11855
0
                new_best = true;
11856
0
            }
11857
11858
0
    return new_best;
11859
0
}
11860
11861
static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
11862
0
{
11863
0
    ImGuiContext& g = *GImGui;
11864
0
    ImGuiWindow* window = g.CurrentWindow;
11865
0
    result->Window = window;
11866
0
    result->ID = g.LastItemData.ID;
11867
0
    result->FocusScopeId = g.CurrentFocusScopeId;
11868
0
    result->InFlags = g.LastItemData.InFlags;
11869
0
    result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11870
0
    if (result->InFlags & ImGuiItemFlags_HasSelectionUserData)
11871
0
    {
11872
0
        IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
11873
0
        result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
11874
0
    }
11875
0
}
11876
11877
// True when current work location may be scrolled horizontally when moving left / right.
11878
// This is generally always true UNLESS within a column. We don't have a vertical equivalent.
11879
void ImGui::NavUpdateCurrentWindowIsScrollPushableX()
11880
0
{
11881
0
    ImGuiContext& g = *GImGui;
11882
0
    ImGuiWindow* window = g.CurrentWindow;
11883
0
    window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL);
11884
0
}
11885
11886
// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
11887
// This is called after LastItemData is set, but NextItemData is also still valid.
11888
static void ImGui::NavProcessItem()
11889
0
{
11890
0
    ImGuiContext& g = *GImGui;
11891
0
    ImGuiWindow* window = g.CurrentWindow;
11892
0
    const ImGuiID id = g.LastItemData.ID;
11893
0
    const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
11894
11895
    // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221)
11896
0
    if (window->DC.NavIsScrollPushableX == false)
11897
0
    {
11898
0
        g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
11899
0
        g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
11900
0
    }
11901
0
    const ImRect nav_bb = g.LastItemData.NavRect;
11902
11903
    // Process Init Request
11904
0
    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
11905
0
    {
11906
        // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
11907
0
        const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;
11908
0
        if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0)
11909
0
        {
11910
0
            NavApplyItemToResult(&g.NavInitResult);
11911
0
        }
11912
0
        if (candidate_for_nav_default_focus)
11913
0
        {
11914
0
            g.NavInitRequest = false; // Found a match, clear request
11915
0
            NavUpdateAnyRequestFlag();
11916
0
        }
11917
0
    }
11918
11919
    // Process Move Request (scoring for navigation)
11920
    // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
11921
0
    if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0)
11922
0
    {
11923
0
        const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0;
11924
0
        if (is_tabbing)
11925
0
        {
11926
0
            NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags);
11927
0
        }
11928
0
        else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId))
11929
0
        {
11930
0
            ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
11931
0
            if (NavScoreItem(result))
11932
0
                NavApplyItemToResult(result);
11933
11934
            // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
11935
0
            const float VISIBLE_RATIO = 0.70f;
11936
0
            if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
11937
0
                if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
11938
0
                    if (NavScoreItem(&g.NavMoveResultLocalVisible))
11939
0
                        NavApplyItemToResult(&g.NavMoveResultLocalVisible);
11940
0
        }
11941
0
    }
11942
11943
    // Update information for currently focused/navigated item
11944
0
    if (g.NavId == id)
11945
0
    {
11946
0
        if (g.NavWindow != window)
11947
0
            SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.
11948
0
        g.NavLayer = window->DC.NavLayerCurrent;
11949
0
        g.NavFocusScopeId = g.CurrentFocusScopeId;
11950
0
        g.NavIdIsAlive = true;
11951
0
        if (g.LastItemData.InFlags & ImGuiItemFlags_HasSelectionUserData)
11952
0
        {
11953
0
            IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
11954
0
            g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
11955
0
        }
11956
0
        window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position)
11957
0
    }
11958
0
}
11959
11960
// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().
11961
// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!
11962
// - Case 1: no nav/active id:    set result to first eligible item, stop storing.
11963
// - Case 2: tab forward:         on ref id set counter, on counter elapse store result
11964
// - Case 3: tab forward wrap:    set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
11965
// - Case 4: tab backward:        store all results, on ref id pick prev, stop storing
11966
// - Case 5: tab backward wrap:   store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
11967
void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags)
11968
0
{
11969
0
    ImGuiContext& g = *GImGui;
11970
11971
0
    if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0)
11972
0
        if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent)
11973
0
            return;
11974
11975
    // - Can always land on an item when using API call.
11976
    // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item.
11977
    // - Tabbing without _NavEnableKeyboard: goes through inputable items only.
11978
0
    bool can_stop;
11979
0
    if (move_flags & ImGuiNavMoveFlags_FocusApi)
11980
0
        can_stop = true;
11981
0
    else
11982
0
        can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable));
11983
11984
    // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)
11985
0
    ImGuiNavItemData* result = &g.NavMoveResultLocal;
11986
0
    if (g.NavTabbingDir == +1)
11987
0
    {
11988
        // Tab Forward or SetKeyboardFocusHere() with >= 0
11989
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0)
11990
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
11991
0
        if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0)
11992
0
            NavMoveRequestResolveWithLastItem(result);
11993
0
        else if (g.NavId == id)
11994
0
            g.NavTabbingCounter = 1;
11995
0
    }
11996
0
    else if (g.NavTabbingDir == -1)
11997
0
    {
11998
        // Tab Backward
11999
0
        if (g.NavId == id)
12000
0
        {
12001
0
            if (result->ID)
12002
0
            {
12003
0
                g.NavMoveScoringItems = false;
12004
0
                NavUpdateAnyRequestFlag();
12005
0
            }
12006
0
        }
12007
0
        else if (can_stop)
12008
0
        {
12009
            // Keep applying until reaching NavId
12010
0
            NavApplyItemToResult(result);
12011
0
        }
12012
0
    }
12013
0
    else if (g.NavTabbingDir == 0)
12014
0
    {
12015
0
        if (can_stop && g.NavId == id)
12016
0
            NavMoveRequestResolveWithLastItem(result);
12017
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init
12018
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
12019
0
    }
12020
0
}
12021
12022
bool ImGui::NavMoveRequestButNoResultYet()
12023
0
{
12024
0
    ImGuiContext& g = *GImGui;
12025
0
    return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
12026
0
}
12027
12028
// FIXME: ScoringRect is not set
12029
void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
12030
0
{
12031
0
    ImGuiContext& g = *GImGui;
12032
0
    IM_ASSERT(g.NavWindow != NULL);
12033
12034
0
    if (move_flags & ImGuiNavMoveFlags_IsTabbing)
12035
0
        move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;
12036
12037
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = true;
12038
0
    g.NavMoveDir = move_dir;
12039
0
    g.NavMoveDirForDebug = move_dir;
12040
0
    g.NavMoveClipDir = clip_dir;
12041
0
    g.NavMoveFlags = move_flags;
12042
0
    g.NavMoveScrollFlags = scroll_flags;
12043
0
    g.NavMoveForwardToNextFrame = false;
12044
0
    g.NavMoveKeyMods = (move_flags & ImGuiNavMoveFlags_FocusApi) ? 0 : g.IO.KeyMods;
12045
0
    g.NavMoveResultLocal.Clear();
12046
0
    g.NavMoveResultLocalVisible.Clear();
12047
0
    g.NavMoveResultOther.Clear();
12048
0
    g.NavTabbingCounter = 0;
12049
0
    g.NavTabbingResultFirst.Clear();
12050
0
    NavUpdateAnyRequestFlag();
12051
0
}
12052
12053
void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
12054
0
{
12055
0
    ImGuiContext& g = *GImGui;
12056
0
    g.NavMoveScoringItems = false; // Ensure request doesn't need more processing
12057
0
    NavApplyItemToResult(result);
12058
0
    NavUpdateAnyRequestFlag();
12059
0
}
12060
12061
// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere
12062
void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data)
12063
0
{
12064
0
    ImGuiContext& g = *GImGui;
12065
0
    g.NavMoveScoringItems = false;
12066
0
    g.LastItemData.ID = tree_node_data->ID;
12067
0
    g.LastItemData.InFlags = tree_node_data->InFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper).
12068
0
    g.LastItemData.NavRect = tree_node_data->NavRect;
12069
0
    NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult()
12070
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
12071
0
    NavUpdateAnyRequestFlag();
12072
0
}
12073
12074
void ImGui::NavMoveRequestCancel()
12075
0
{
12076
0
    ImGuiContext& g = *GImGui;
12077
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
12078
0
    NavUpdateAnyRequestFlag();
12079
0
}
12080
12081
// Forward will reuse the move request again on the next frame (generally with modifications done to it)
12082
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
12083
0
{
12084
0
    ImGuiContext& g = *GImGui;
12085
0
    IM_ASSERT(g.NavMoveForwardToNextFrame == false);
12086
0
    NavMoveRequestCancel();
12087
0
    g.NavMoveForwardToNextFrame = true;
12088
0
    g.NavMoveDir = move_dir;
12089
0
    g.NavMoveClipDir = clip_dir;
12090
0
    g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
12091
0
    g.NavMoveScrollFlags = scroll_flags;
12092
0
}
12093
12094
// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
12095
// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.
12096
void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags)
12097
0
{
12098
0
    ImGuiContext& g = *GImGui;
12099
0
    IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY
12100
12101
    // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it:
12102
    // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest().
12103
0
    if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)
12104
0
        g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags;
12105
0
}
12106
12107
// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).
12108
// This way we could find the last focused window among our children. It would be much less confusing this way?
12109
static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
12110
0
{
12111
0
    ImGuiWindow* parent = nav_window;
12112
0
    while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
12113
0
        parent = parent->ParentWindow;
12114
0
    if (parent && parent != nav_window)
12115
0
        parent->NavLastChildNavWindow = nav_window;
12116
0
}
12117
12118
// Restore the last focused child.
12119
// Call when we are expected to land on the Main Layer (0) after FocusWindow()
12120
static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
12121
0
{
12122
0
    if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
12123
0
        return window->NavLastChildNavWindow;
12124
0
    if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar)
12125
0
        if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar))
12126
0
            return tab->Window;
12127
0
    return window;
12128
0
}
12129
12130
void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
12131
0
{
12132
0
    ImGuiContext& g = *GImGui;
12133
0
    if (layer == ImGuiNavLayer_Main)
12134
0
    {
12135
0
        ImGuiWindow* prev_nav_window = g.NavWindow;
12136
0
        g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);    // FIXME-NAV: Should clear ongoing nav requests?
12137
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
12138
0
        if (prev_nav_window)
12139
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);
12140
0
    }
12141
0
    ImGuiWindow* window = g.NavWindow;
12142
0
    if (window->NavLastIds[layer] != 0)
12143
0
    {
12144
0
        SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
12145
0
    }
12146
0
    else
12147
0
    {
12148
0
        g.NavLayer = layer;
12149
0
        NavInitWindow(window, true);
12150
0
    }
12151
0
}
12152
12153
void ImGui::NavRestoreHighlightAfterMove()
12154
0
{
12155
0
    ImGuiContext& g = *GImGui;
12156
0
    g.NavDisableHighlight = false;
12157
0
    g.NavDisableMouseHover = g.NavMousePosDirty = true;
12158
0
}
12159
12160
static inline void ImGui::NavUpdateAnyRequestFlag()
12161
0
{
12162
0
    ImGuiContext& g = *GImGui;
12163
0
    g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
12164
0
    if (g.NavAnyRequest)
12165
0
        IM_ASSERT(g.NavWindow != NULL);
12166
0
}
12167
12168
// This needs to be called before we submit any widget (aka in or before Begin)
12169
void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
12170
0
{
12171
    // FIXME: ChildWindow test here is wrong for docking
12172
0
    ImGuiContext& g = *GImGui;
12173
0
    IM_ASSERT(window == g.NavWindow);
12174
12175
0
    if (window->Flags & ImGuiWindowFlags_NoNavInputs)
12176
0
    {
12177
0
        g.NavId = 0;
12178
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
12179
0
        return;
12180
0
    }
12181
12182
0
    bool init_for_nav = false;
12183
0
    if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
12184
0
        init_for_nav = true;
12185
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
12186
0
    if (init_for_nav)
12187
0
    {
12188
0
        SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());
12189
0
        g.NavInitRequest = true;
12190
0
        g.NavInitRequestFromMove = false;
12191
0
        g.NavInitResult.ID = 0;
12192
0
        NavUpdateAnyRequestFlag();
12193
0
    }
12194
0
    else
12195
0
    {
12196
0
        g.NavId = window->NavLastIds[0];
12197
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
12198
0
    }
12199
0
}
12200
12201
static ImVec2 ImGui::NavCalcPreferredRefPos()
12202
0
{
12203
0
    ImGuiContext& g = *GImGui;
12204
0
    ImGuiWindow* window = g.NavWindow;
12205
0
    if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window)
12206
0
    {
12207
        // Mouse (we need a fallback in case the mouse becomes invalid after being used)
12208
        // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard.
12209
        // In theory we could move that +1.0f offset in OpenPopupEx()
12210
0
        ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos;
12211
0
        return ImVec2(p.x + 1.0f, p.y);
12212
0
    }
12213
0
    else
12214
0
    {
12215
        // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item
12216
        // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)
12217
0
        ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);
12218
0
        if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))
12219
0
        {
12220
0
            ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
12221
0
            rect_rel.Translate(window->Scroll - next_scroll);
12222
0
        }
12223
0
        ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
12224
0
        ImGuiViewport* viewport = window->Viewport;
12225
0
        return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
12226
0
    }
12227
0
}
12228
12229
float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis)
12230
0
{
12231
0
    ImGuiContext& g = *GImGui;
12232
0
    float repeat_delay, repeat_rate;
12233
0
    GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);
12234
12235
0
    ImGuiKey key_less, key_more;
12236
0
    if (g.NavInputSource == ImGuiInputSource_Gamepad)
12237
0
    {
12238
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp;
12239
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown;
12240
0
    }
12241
0
    else
12242
0
    {
12243
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow;
12244
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow;
12245
0
    }
12246
0
    float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate);
12247
0
    if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase
12248
0
        amount = 0.0f;
12249
0
    return amount;
12250
0
}
12251
12252
static void ImGui::NavUpdate()
12253
0
{
12254
0
    ImGuiContext& g = *GImGui;
12255
0
    ImGuiIO& io = g.IO;
12256
12257
0
    io.WantSetMousePos = false;
12258
    //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
12259
12260
    // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard)
12261
    // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?
12262
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12263
0
    const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };
12264
0
    if (nav_gamepad_active)
12265
0
        for (ImGuiKey key : nav_gamepad_keys_to_change_source)
12266
0
            if (IsKeyDown(key))
12267
0
                g.NavInputSource = ImGuiInputSource_Gamepad;
12268
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12269
0
    const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };
12270
0
    if (nav_keyboard_active)
12271
0
        for (ImGuiKey key : nav_keyboard_keys_to_change_source)
12272
0
            if (IsKeyDown(key))
12273
0
                g.NavInputSource = ImGuiInputSource_Keyboard;
12274
12275
    // Process navigation init request (select first/default focus)
12276
0
    g.NavJustMovedToId = 0;
12277
0
    if (g.NavInitResult.ID != 0)
12278
0
        NavInitRequestApplyResult();
12279
0
    g.NavInitRequest = false;
12280
0
    g.NavInitRequestFromMove = false;
12281
0
    g.NavInitResult.ID = 0;
12282
12283
    // Process navigation move request
12284
0
    if (g.NavMoveSubmitted)
12285
0
        NavMoveRequestApplyResult();
12286
0
    g.NavTabbingCounter = 0;
12287
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
12288
12289
    // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
12290
0
    bool set_mouse_pos = false;
12291
0
    if (g.NavMousePosDirty && g.NavIdIsAlive)
12292
0
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
12293
0
            set_mouse_pos = true;
12294
0
    g.NavMousePosDirty = false;
12295
0
    IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
12296
12297
    // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0
12298
0
    if (g.NavWindow)
12299
0
        NavSaveLastChildNavWindowIntoParent(g.NavWindow);
12300
0
    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
12301
0
        g.NavWindow->NavLastChildNavWindow = NULL;
12302
12303
    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
12304
0
    NavUpdateWindowing();
12305
12306
    // Set output flags for user application
12307
0
    io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
12308
0
    io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
12309
12310
    // Process NavCancel input (to close a popup, get back to parent, clear focus)
12311
0
    NavUpdateCancelRequest();
12312
12313
    // Process manual activation request
12314
0
    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;
12315
0
    g.NavActivateFlags = ImGuiActivateFlags_None;
12316
0
    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
12317
0
    {
12318
0
        const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate));
12319
0
        const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false)));
12320
0
        const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput));
12321
0
        const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false)));
12322
0
        if (g.ActiveId == 0 && activate_pressed)
12323
0
        {
12324
0
            g.NavActivateId = g.NavId;
12325
0
            g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
12326
0
        }
12327
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
12328
0
        {
12329
0
            g.NavActivateId = g.NavId;
12330
0
            g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
12331
0
        }
12332
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))
12333
0
            g.NavActivateDownId = g.NavId;
12334
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))
12335
0
            g.NavActivatePressedId = g.NavId;
12336
0
    }
12337
0
    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
12338
0
        g.NavDisableHighlight = true;
12339
0
    if (g.NavActivateId != 0)
12340
0
        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
12341
12342
    // Process programmatic activation request
12343
    // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
12344
0
    if (g.NavNextActivateId != 0)
12345
0
    {
12346
0
        g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
12347
0
        g.NavActivateFlags = g.NavNextActivateFlags;
12348
0
    }
12349
0
    g.NavNextActivateId = 0;
12350
12351
    // Process move requests
12352
0
    NavUpdateCreateMoveRequest();
12353
0
    if (g.NavMoveDir == ImGuiDir_None)
12354
0
        NavUpdateCreateTabbingRequest();
12355
0
    NavUpdateAnyRequestFlag();
12356
0
    g.NavIdIsAlive = false;
12357
12358
    // Scrolling
12359
0
    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
12360
0
    {
12361
        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
12362
0
        ImGuiWindow* window = g.NavWindow;
12363
0
        const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
12364
0
        const ImGuiDir move_dir = g.NavMoveDir;
12365
0
        if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None)
12366
0
        {
12367
0
            if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
12368
0
                SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
12369
0
            if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
12370
0
                SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
12371
0
        }
12372
12373
        // *Normal* Manual scroll with LStick
12374
        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
12375
0
        if (nav_gamepad_active)
12376
0
        {
12377
0
            const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
12378
0
            const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
12379
0
            if (scroll_dir.x != 0.0f && window->ScrollbarX)
12380
0
                SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
12381
0
            if (scroll_dir.y != 0.0f)
12382
0
                SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
12383
0
        }
12384
0
    }
12385
12386
    // Always prioritize mouse highlight if navigation is disabled
12387
0
    if (!nav_keyboard_active && !nav_gamepad_active)
12388
0
    {
12389
0
        g.NavDisableHighlight = true;
12390
0
        g.NavDisableMouseHover = set_mouse_pos = false;
12391
0
    }
12392
12393
    // Update mouse position if requested
12394
    // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)
12395
0
    if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
12396
0
        TeleportMousePos(NavCalcPreferredRefPos());
12397
12398
    // [DEBUG]
12399
0
    g.NavScoringDebugCount = 0;
12400
#if IMGUI_DEBUG_NAV_RECTS
12401
    if (ImGuiWindow* debug_window = g.NavWindow)
12402
    {
12403
        ImDrawList* draw_list = GetForegroundDrawList(debug_window);
12404
        int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); }
12405
        //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
12406
    }
12407
#endif
12408
0
}
12409
12410
void ImGui::NavInitRequestApplyResult()
12411
0
{
12412
    // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
12413
0
    ImGuiContext& g = *GImGui;
12414
0
    if (!g.NavWindow)
12415
0
        return;
12416
12417
0
    ImGuiNavItemData* result = &g.NavInitResult;
12418
0
    if (g.NavId != result->ID)
12419
0
    {
12420
0
        g.NavJustMovedToId = result->ID;
12421
0
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12422
0
        g.NavJustMovedToKeyMods = 0;
12423
0
    }
12424
12425
    // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
12426
    // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
12427
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12428
0
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12429
0
    g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result
12430
0
    if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
12431
0
        g.NavLastValidSelectionUserData = result->SelectionUserData;
12432
0
    if (g.NavInitRequestFromMove)
12433
0
        NavRestoreHighlightAfterMove();
12434
0
}
12435
12436
// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position
12437
static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags)
12438
0
{
12439
    // Bias initial rect
12440
0
    ImGuiContext& g = *GImGui;
12441
0
    const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos;
12442
12443
    // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias.
12444
    // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column.
12445
    // - But each successful move sets new bias on one axis, only cleared when using mouse.
12446
0
    if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0)
12447
0
    {
12448
0
        if (preferred_pos_rel.x == FLT_MAX)
12449
0
            preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x;
12450
0
        if (preferred_pos_rel.y == FLT_MAX)
12451
0
            preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y;
12452
0
    }
12453
12454
    // Apply general bias on the other axis
12455
0
    if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX)
12456
0
        r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x;
12457
0
    else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX)
12458
0
        r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y;
12459
0
}
12460
12461
void ImGui::NavUpdateCreateMoveRequest()
12462
0
{
12463
0
    ImGuiContext& g = *GImGui;
12464
0
    ImGuiIO& io = g.IO;
12465
0
    ImGuiWindow* window = g.NavWindow;
12466
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12467
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12468
12469
0
    if (g.NavMoveForwardToNextFrame && window != NULL)
12470
0
    {
12471
        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
12472
        // (preserve most state, which were already set by the NavMoveRequestForward() function)
12473
0
        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
12474
0
        IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);
12475
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
12476
0
    }
12477
0
    else
12478
0
    {
12479
        // Initiate directional inputs request
12480
0
        g.NavMoveDir = ImGuiDir_None;
12481
0
        g.NavMoveFlags = ImGuiNavMoveFlags_None;
12482
0
        g.NavMoveScrollFlags = ImGuiScrollFlags_None;
12483
0
        if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
12484
0
        {
12485
0
            const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove;
12486
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
12487
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
12488
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp,    ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow,    ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
12489
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
12490
0
        }
12491
0
        g.NavMoveClipDir = g.NavMoveDir;
12492
0
        g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
12493
0
    }
12494
12495
    // Update PageUp/PageDown/Home/End scroll
12496
    // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
12497
0
    float scoring_rect_offset_y = 0.0f;
12498
0
    if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)
12499
0
        scoring_rect_offset_y = NavUpdatePageUpPageDown();
12500
0
    if (scoring_rect_offset_y != 0.0f)
12501
0
    {
12502
0
        g.NavScoringNoClipRect = window->InnerRect;
12503
0
        g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);
12504
0
    }
12505
12506
    // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction.
12507
#if IMGUI_DEBUG_NAV_SCORING
12508
    //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))
12509
    //    g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);
12510
    if (io.KeyCtrl)
12511
    {
12512
        if (g.NavMoveDir == ImGuiDir_None)
12513
            g.NavMoveDir = g.NavMoveDirForDebug;
12514
        g.NavMoveClipDir = g.NavMoveDir;
12515
        g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;
12516
    }
12517
#endif
12518
12519
    // Submit
12520
0
    g.NavMoveForwardToNextFrame = false;
12521
0
    if (g.NavMoveDir != ImGuiDir_None)
12522
0
        NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);
12523
12524
    // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match)
12525
0
    if (g.NavMoveSubmitted && g.NavId == 0)
12526
0
    {
12527
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "<NULL>", g.NavLayer);
12528
0
        g.NavInitRequest = g.NavInitRequestFromMove = true;
12529
0
        g.NavInitResult.ID = 0;
12530
0
        g.NavDisableHighlight = false;
12531
0
    }
12532
12533
    // When using gamepad, we project the reference nav bounding box into window visible area.
12534
    // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling,
12535
    // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse).
12536
0
    if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))
12537
0
    {
12538
0
        bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;
12539
0
        bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;
12540
0
        ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));
12541
12542
        // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171)
12543
        // Otherwise 'inner_rect_rel' would be off on the move result frame.
12544
0
        inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll);
12545
12546
0
        if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
12547
0
        {
12548
0
            IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");
12549
0
            float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);
12550
0
            float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
12551
0
            inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;
12552
0
            inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;
12553
0
            inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;
12554
0
            inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;
12555
0
            window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);
12556
0
            g.NavId = 0;
12557
0
        }
12558
0
    }
12559
12560
    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
12561
0
    ImRect scoring_rect;
12562
0
    if (window != NULL)
12563
0
    {
12564
0
        ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
12565
0
        scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);
12566
0
        scoring_rect.TranslateY(scoring_rect_offset_y);
12567
0
        if (g.NavMoveSubmitted)
12568
0
            NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags);
12569
0
        IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().
12570
        //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
12571
        //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
12572
0
    }
12573
0
    g.NavScoringRect = scoring_rect;
12574
0
    g.NavScoringNoClipRect.Add(scoring_rect);
12575
0
}
12576
12577
void ImGui::NavUpdateCreateTabbingRequest()
12578
0
{
12579
0
    ImGuiContext& g = *GImGui;
12580
0
    ImGuiWindow* window = g.NavWindow;
12581
0
    IM_ASSERT(g.NavMoveDir == ImGuiDir_None);
12582
0
    if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
12583
0
        return;
12584
12585
0
    const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
12586
0
    if (!tab_pressed)
12587
0
        return;
12588
12589
    // Initiate tabbing request
12590
    // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)
12591
    // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
12592
0
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12593
0
    if (nav_keyboard_active)
12594
0
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1;
12595
0
    else
12596
0
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
12597
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate;
12598
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
12599
0
    ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
12600
0
    NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
12601
0
    g.NavTabbingCounter = -1;
12602
0
}
12603
12604
// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
12605
void ImGui::NavMoveRequestApplyResult()
12606
0
{
12607
0
    ImGuiContext& g = *GImGui;
12608
#if IMGUI_DEBUG_NAV_SCORING
12609
    if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times
12610
        return;
12611
#endif
12612
12613
    // Select which result to use
12614
0
    ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
12615
12616
    // Tabbing forward wrap
12617
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL)
12618
0
        if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)
12619
0
            result = &g.NavTabbingResultFirst;
12620
12621
    // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
12622
0
    const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
12623
0
    if (result == NULL)
12624
0
    {
12625
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
12626
0
            g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavHighlight;
12627
0
        if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
12628
0
            NavRestoreHighlightAfterMove();
12629
0
        NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis.
12630
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n");
12631
0
        return;
12632
0
    }
12633
12634
    // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
12635
0
    if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
12636
0
        if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)
12637
0
            result = &g.NavMoveResultLocalVisible;
12638
12639
    // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
12640
0
    if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
12641
0
        if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
12642
0
            result = &g.NavMoveResultOther;
12643
0
    IM_ASSERT(g.NavWindow && result->Window);
12644
12645
    // Scroll to keep newly navigated item fully into view.
12646
0
    if (g.NavLayer == ImGuiNavLayer_Main)
12647
0
    {
12648
0
        ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);
12649
0
        ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);
12650
12651
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)
12652
0
        {
12653
            // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge?
12654
0
            float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
12655
0
            SetScrollY(result->Window, scroll_target);
12656
0
        }
12657
0
    }
12658
12659
0
    if (g.NavWindow != result->Window)
12660
0
    {
12661
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);
12662
0
        g.NavWindow = result->Window;
12663
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
12664
0
    }
12665
0
    if (g.ActiveId != result->ID)
12666
0
        ClearActiveID();
12667
12668
    // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
12669
    // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior.
12670
0
    if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0)
12671
0
    {
12672
0
        g.NavJustMovedToId = result->ID;
12673
0
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12674
0
        g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
12675
0
    }
12676
12677
    // Apply new NavID/Focus
12678
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12679
0
    ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer];
12680
0
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12681
0
    if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
12682
0
        g.NavLastValidSelectionUserData = result->SelectionUserData;
12683
12684
    // Restore last preferred position for current axis
12685
    // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..)
12686
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0)
12687
0
    {
12688
0
        preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis];
12689
0
        g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel;
12690
0
    }
12691
12692
    // Tabbing: Activates Inputable, otherwise only Focus
12693
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->InFlags & ImGuiItemFlags_Inputable) == 0)
12694
0
        g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate;
12695
12696
    // Activate
12697
0
    if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)
12698
0
    {
12699
0
        g.NavNextActivateId = result->ID;
12700
0
        g.NavNextActivateFlags = ImGuiActivateFlags_None;
12701
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
12702
0
            g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing;
12703
0
    }
12704
12705
    // Enable nav highlight
12706
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
12707
0
        NavRestoreHighlightAfterMove();
12708
0
}
12709
12710
// Process NavCancel input (to close a popup, get back to parent, clear focus)
12711
// FIXME: In order to support e.g. Escape to clear a selection we'll need:
12712
// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it.
12713
// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept
12714
static void ImGui::NavUpdateCancelRequest()
12715
0
{
12716
0
    ImGuiContext& g = *GImGui;
12717
0
    const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12718
0
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12719
0
    if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None)))
12720
0
        return;
12721
12722
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
12723
0
    if (g.ActiveId != 0)
12724
0
    {
12725
0
        ClearActiveID();
12726
0
    }
12727
0
    else if (g.NavLayer != ImGuiNavLayer_Main)
12728
0
    {
12729
        // Leave the "menu" layer
12730
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12731
0
        NavRestoreHighlightAfterMove();
12732
0
    }
12733
0
    else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
12734
0
    {
12735
        // Exit child window
12736
0
        ImGuiWindow* child_window = g.NavWindow;
12737
0
        ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
12738
0
        IM_ASSERT(child_window->ChildId != 0);
12739
0
        ImRect child_rect = child_window->Rect();
12740
0
        FocusWindow(parent_window);
12741
0
        SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect));
12742
0
        NavRestoreHighlightAfterMove();
12743
0
    }
12744
0
    else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
12745
0
    {
12746
        // Close open popup/menu
12747
0
        ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
12748
0
    }
12749
0
    else
12750
0
    {
12751
        // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
12752
0
        if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
12753
0
            g.NavWindow->NavLastIds[0] = 0;
12754
0
        g.NavId = 0;
12755
0
    }
12756
0
}
12757
12758
// Handle PageUp/PageDown/Home/End keys
12759
// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request
12760
// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference
12761
// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?
12762
static float ImGui::NavUpdatePageUpPageDown()
12763
0
{
12764
0
    ImGuiContext& g = *GImGui;
12765
0
    ImGuiWindow* window = g.NavWindow;
12766
0
    if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)
12767
0
        return 0.0f;
12768
12769
0
    const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None);
12770
0
    const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None);
12771
0
    const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12772
0
    const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12773
0
    if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
12774
0
        return 0.0f;
12775
12776
0
    if (g.NavLayer != ImGuiNavLayer_Main)
12777
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12778
12779
0
    if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY)
12780
0
    {
12781
        // Fallback manual-scroll when window has no navigable item
12782
0
        if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12783
0
            SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
12784
0
        else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12785
0
            SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
12786
0
        else if (home_pressed)
12787
0
            SetScrollY(window, 0.0f);
12788
0
        else if (end_pressed)
12789
0
            SetScrollY(window, window->ScrollMax.y);
12790
0
    }
12791
0
    else
12792
0
    {
12793
0
        ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
12794
0
        const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
12795
0
        float nav_scoring_rect_offset_y = 0.0f;
12796
0
        if (IsKeyPressed(ImGuiKey_PageUp, true))
12797
0
        {
12798
0
            nav_scoring_rect_offset_y = -page_offset_y;
12799
0
            g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
12800
0
            g.NavMoveClipDir = ImGuiDir_Up;
12801
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
12802
0
        }
12803
0
        else if (IsKeyPressed(ImGuiKey_PageDown, true))
12804
0
        {
12805
0
            nav_scoring_rect_offset_y = +page_offset_y;
12806
0
            g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
12807
0
            g.NavMoveClipDir = ImGuiDir_Down;
12808
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
12809
0
        }
12810
0
        else if (home_pressed)
12811
0
        {
12812
            // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
12813
            // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.
12814
            // Preserve current horizontal position if we have any.
12815
0
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;
12816
0
            if (nav_rect_rel.IsInverted())
12817
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12818
0
            g.NavMoveDir = ImGuiDir_Down;
12819
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12820
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12821
0
        }
12822
0
        else if (end_pressed)
12823
0
        {
12824
0
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;
12825
0
            if (nav_rect_rel.IsInverted())
12826
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12827
0
            g.NavMoveDir = ImGuiDir_Up;
12828
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12829
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12830
0
        }
12831
0
        return nav_scoring_rect_offset_y;
12832
0
    }
12833
0
    return 0.0f;
12834
0
}
12835
12836
static void ImGui::NavEndFrame()
12837
0
{
12838
0
    ImGuiContext& g = *GImGui;
12839
12840
    // Show CTRL+TAB list window
12841
0
    if (g.NavWindowingTarget != NULL)
12842
0
        NavUpdateWindowingOverlay();
12843
12844
    // Perform wrap-around in menus
12845
    // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.
12846
    // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.
12847
0
    if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
12848
0
        NavUpdateCreateWrappingRequest();
12849
0
}
12850
12851
static void ImGui::NavUpdateCreateWrappingRequest()
12852
0
{
12853
0
    ImGuiContext& g = *GImGui;
12854
0
    ImGuiWindow* window = g.NavWindow;
12855
12856
0
    bool do_forward = false;
12857
0
    ImRect bb_rel = window->NavRectRel[g.NavLayer];
12858
0
    ImGuiDir clip_dir = g.NavMoveDir;
12859
12860
0
    const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
12861
    //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
12862
0
    if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12863
0
    {
12864
0
        bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;
12865
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12866
0
        {
12867
0
            bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row
12868
0
            clip_dir = ImGuiDir_Up;
12869
0
        }
12870
0
        do_forward = true;
12871
0
    }
12872
0
    if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12873
0
    {
12874
0
        bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;
12875
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12876
0
        {
12877
0
            bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row
12878
0
            clip_dir = ImGuiDir_Down;
12879
0
        }
12880
0
        do_forward = true;
12881
0
    }
12882
0
    if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12883
0
    {
12884
0
        bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;
12885
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12886
0
        {
12887
0
            bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column
12888
0
            clip_dir = ImGuiDir_Left;
12889
0
        }
12890
0
        do_forward = true;
12891
0
    }
12892
0
    if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12893
0
    {
12894
0
        bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;
12895
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12896
0
        {
12897
0
            bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column
12898
0
            clip_dir = ImGuiDir_Right;
12899
0
        }
12900
0
        do_forward = true;
12901
0
    }
12902
0
    if (!do_forward)
12903
0
        return;
12904
0
    window->NavRectRel[g.NavLayer] = bb_rel;
12905
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
12906
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
12907
0
    NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
12908
0
}
12909
12910
static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
12911
0
{
12912
0
    ImGuiContext& g = *GImGui;
12913
0
    IM_UNUSED(g);
12914
0
    int order = window->FocusOrder;
12915
0
    IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
12916
0
    IM_ASSERT(g.WindowsFocusOrder[order] == window);
12917
0
    return order;
12918
0
}
12919
12920
static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
12921
0
{
12922
0
    ImGuiContext& g = *GImGui;
12923
0
    for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
12924
0
        if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
12925
0
            return g.WindowsFocusOrder[i];
12926
0
    return NULL;
12927
0
}
12928
12929
static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
12930
0
{
12931
0
    ImGuiContext& g = *GImGui;
12932
0
    IM_ASSERT(g.NavWindowingTarget);
12933
0
    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
12934
0
        return;
12935
12936
0
    const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);
12937
0
    ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
12938
0
    if (!window_target)
12939
0
        window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
12940
0
    if (window_target) // Don't reset windowing target if there's a single window in the list
12941
0
    {
12942
0
        g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
12943
0
        g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
12944
0
    }
12945
0
    g.NavWindowingToggleLayer = false;
12946
0
}
12947
12948
// Windowing management mode
12949
// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
12950
// Gamepad:  Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
12951
static void ImGui::NavUpdateWindowing()
12952
0
{
12953
0
    ImGuiContext& g = *GImGui;
12954
0
    ImGuiIO& io = g.IO;
12955
12956
0
    ImGuiWindow* apply_focus_window = NULL;
12957
0
    bool apply_toggle_layer = false;
12958
12959
0
    ImGuiWindow* modal_window = GetTopMostPopupModal();
12960
0
    bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal.
12961
0
    if (!allow_windowing)
12962
0
        g.NavWindowingTarget = NULL;
12963
12964
    // Fade out
12965
0
    if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
12966
0
    {
12967
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);
12968
0
        if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
12969
0
            g.NavWindowingTargetAnim = NULL;
12970
0
    }
12971
12972
    // Start CTRL+Tab or Square+L/R window selection
12973
0
    const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing");
12974
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12975
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12976
0
    const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
12977
0
    const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
12978
0
    const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None);
12979
0
    const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
12980
0
    if (start_windowing_with_gamepad || start_windowing_with_keyboard)
12981
0
        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
12982
0
        {
12983
0
            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;
12984
0
            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
12985
0
            g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
12986
0
            g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
12987
0
            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
12988
12989
            // Register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHigh in the Shortcut() calls instead would probably be correct but may have more side-effects.
12990
0
            if (keyboard_next_window || keyboard_prev_window)
12991
0
                SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id);
12992
0
        }
12993
12994
    // Gamepad update
12995
0
    g.NavWindowingTimer += io.DeltaTime;
12996
0
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
12997
0
    {
12998
        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
12999
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
13000
13001
        // Select window to focus
13002
0
        const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
13003
0
        if (focus_change_dir != 0)
13004
0
        {
13005
0
            NavUpdateWindowingHighlightWindow(focus_change_dir);
13006
0
            g.NavWindowingHighlightAlpha = 1.0f;
13007
0
        }
13008
13009
        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
13010
0
        if (!IsKeyDown(ImGuiKey_NavGamepadMenu))
13011
0
        {
13012
0
            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
13013
0
            if (g.NavWindowingToggleLayer && g.NavWindow)
13014
0
                apply_toggle_layer = true;
13015
0
            else if (!g.NavWindowingToggleLayer)
13016
0
                apply_focus_window = g.NavWindowingTarget;
13017
0
            g.NavWindowingTarget = NULL;
13018
0
        }
13019
0
    }
13020
13021
    // Keyboard: Focus
13022
0
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
13023
0
    {
13024
        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
13025
0
        ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
13026
0
        IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
13027
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
13028
0
        if (keyboard_next_window || keyboard_prev_window)
13029
0
            NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1);
13030
0
        else if ((io.KeyMods & shared_mods) != shared_mods)
13031
0
            apply_focus_window = g.NavWindowingTarget;
13032
0
    }
13033
13034
    // Keyboard: Press and Release ALT to toggle menu layer
13035
    // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
13036
    // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
13037
0
    if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None))
13038
0
    {
13039
0
        g.NavWindowingToggleLayer = true;
13040
0
        g.NavInputSource = ImGuiInputSource_Keyboard;
13041
0
    }
13042
0
    if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
13043
0
    {
13044
        // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
13045
        // We cancel toggling nav layer when other modifiers are pressed. (See #4439)
13046
        // We cancel toggling nav layer if an owner has claimed the key.
13047
0
        if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false)
13048
0
            g.NavWindowingToggleLayer = false;
13049
13050
        // Apply layer toggle on release
13051
        // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.
13052
0
        if (IsKeyReleased(ImGuiMod_Alt) && g.NavWindowingToggleLayer)
13053
0
            if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
13054
0
                if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
13055
0
                    apply_toggle_layer = true;
13056
0
        if (!IsKeyDown(ImGuiMod_Alt))
13057
0
            g.NavWindowingToggleLayer = false;
13058
0
    }
13059
13060
    // Move window
13061
0
    if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
13062
0
    {
13063
0
        ImVec2 nav_move_dir;
13064
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
13065
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
13066
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
13067
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
13068
0
        if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f)
13069
0
        {
13070
0
            const float NAV_MOVE_SPEED = 800.0f;
13071
0
            const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
13072
0
            g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;
13073
0
            g.NavDisableMouseHover = true;
13074
0
            ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos);
13075
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
13076
0
            {
13077
0
                ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree;
13078
0
                SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always);
13079
0
                g.NavWindowingAccumDeltaPos -= accum_floored;
13080
0
            }
13081
0
        }
13082
0
    }
13083
13084
    // Apply final focus
13085
0
    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
13086
0
    {
13087
        // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow()
13088
        // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow()
13089
0
        ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
13090
0
        ClearActiveID();
13091
0
        NavRestoreHighlightAfterMove();
13092
0
        ClosePopupsOverWindow(apply_focus_window, false);
13093
0
        FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild);
13094
0
        apply_focus_window = g.NavWindow;
13095
0
        if (apply_focus_window->NavLastIds[0] == 0)
13096
0
            NavInitWindow(apply_focus_window, false);
13097
13098
        // If the window has ONLY a menu layer (no main layer), select it directly
13099
        // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
13100
        // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
13101
        // the target window as already been previewed once.
13102
        // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
13103
        // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
13104
        // won't be valid.
13105
0
        if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
13106
0
            g.NavLayer = ImGuiNavLayer_Menu;
13107
13108
        // Request OS level focus
13109
0
        if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus)
13110
0
            g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport);
13111
0
    }
13112
0
    if (apply_focus_window)
13113
0
        g.NavWindowingTarget = NULL;
13114
13115
    // Apply menu/layer toggle
13116
0
    if (apply_toggle_layer && g.NavWindow)
13117
0
    {
13118
0
        ClearActiveID();
13119
13120
        // Move to parent menu if necessary
13121
0
        ImGuiWindow* new_nav_window = g.NavWindow;
13122
0
        while (new_nav_window->ParentWindow
13123
0
            && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
13124
0
            && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
13125
0
            && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
13126
0
            new_nav_window = new_nav_window->ParentWindow;
13127
0
        if (new_nav_window != g.NavWindow)
13128
0
        {
13129
0
            ImGuiWindow* old_nav_window = g.NavWindow;
13130
0
            FocusWindow(new_nav_window);
13131
0
            new_nav_window->NavLastChildNavWindow = old_nav_window;
13132
0
        }
13133
13134
        // Toggle layer
13135
0
        const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
13136
0
        if (new_nav_layer != g.NavLayer)
13137
0
        {
13138
            // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
13139
0
            const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL);
13140
0
            if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id)
13141
0
                g.NavWindow->NavLastIds[new_nav_layer] = 0;
13142
0
            NavRestoreLayer(new_nav_layer);
13143
0
            NavRestoreHighlightAfterMove();
13144
0
        }
13145
0
    }
13146
0
}
13147
13148
// Window has already passed the IsWindowNavFocusable()
13149
static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
13150
0
{
13151
0
    if (window->Flags & ImGuiWindowFlags_Popup)
13152
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup);
13153
0
    if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
13154
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar);
13155
0
    if (window->DockNodeAsHost)
13156
0
        return "(Dock node)"; // Not normally shown to user.
13157
0
    return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);
13158
0
}
13159
13160
// Overlay displayed when using CTRL+TAB. Called by EndFrame().
13161
void ImGui::NavUpdateWindowingOverlay()
13162
0
{
13163
0
    ImGuiContext& g = *GImGui;
13164
0
    IM_ASSERT(g.NavWindowingTarget != NULL);
13165
13166
0
    if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
13167
0
        return;
13168
13169
0
    if (g.NavWindowingListWindow == NULL)
13170
0
        g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
13171
0
    const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport();
13172
0
    SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
13173
0
    SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
13174
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
13175
0
    Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
13176
0
    for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
13177
0
    {
13178
0
        ImGuiWindow* window = g.WindowsFocusOrder[n];
13179
0
        IM_ASSERT(window != NULL); // Fix static analyzers
13180
0
        if (!IsWindowNavFocusable(window))
13181
0
            continue;
13182
0
        const char* label = window->Name;
13183
0
        if (label == FindRenderedTextEnd(label))
13184
0
            label = GetFallbackWindowNameForWindowingList(window);
13185
0
        Selectable(label, g.NavWindowingTarget == window);
13186
0
    }
13187
0
    End();
13188
0
    PopStyleVar();
13189
0
}
13190
13191
13192
//-----------------------------------------------------------------------------
13193
// [SECTION] DRAG AND DROP
13194
//-----------------------------------------------------------------------------
13195
13196
bool ImGui::IsDragDropActive()
13197
0
{
13198
0
    ImGuiContext& g = *GImGui;
13199
0
    return g.DragDropActive;
13200
0
}
13201
13202
void ImGui::ClearDragDrop()
13203
0
{
13204
0
    ImGuiContext& g = *GImGui;
13205
0
    g.DragDropActive = false;
13206
0
    g.DragDropPayload.Clear();
13207
0
    g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
13208
0
    g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
13209
0
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
13210
0
    g.DragDropAcceptFrameCount = -1;
13211
13212
0
    g.DragDropPayloadBufHeap.clear();
13213
0
    memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
13214
0
}
13215
13216
bool ImGui::BeginTooltipHidden()
13217
0
{
13218
0
    ImGuiContext& g = *GImGui;
13219
0
    bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize);
13220
0
    SetWindowHiddendAndSkipItemsForCurrentFrame(g.CurrentWindow);
13221
0
    return ret;
13222
0
}
13223
13224
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
13225
// If the item has an identifier:
13226
// - This assume/require the item to be activated (typically via ButtonBehavior).
13227
// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.
13228
// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.
13229
// If the item has no identifier:
13230
// - Currently always assume left mouse button.
13231
bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
13232
0
{
13233
0
    ImGuiContext& g = *GImGui;
13234
0
    ImGuiWindow* window = g.CurrentWindow;
13235
13236
    // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button,
13237
    // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).
13238
0
    ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
13239
13240
0
    bool source_drag_active = false;
13241
0
    ImGuiID source_id = 0;
13242
0
    ImGuiID source_parent_id = 0;
13243
0
    if (!(flags & ImGuiDragDropFlags_SourceExtern))
13244
0
    {
13245
0
        source_id = g.LastItemData.ID;
13246
0
        if (source_id != 0)
13247
0
        {
13248
            // Common path: items with ID
13249
0
            if (g.ActiveId != source_id)
13250
0
                return false;
13251
0
            if (g.ActiveIdMouseButton != -1)
13252
0
                mouse_button = g.ActiveIdMouseButton;
13253
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
13254
0
                return false;
13255
0
            g.ActiveIdAllowOverlap = false;
13256
0
        }
13257
0
        else
13258
0
        {
13259
            // Uncommon path: items without ID
13260
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
13261
0
                return false;
13262
0
            if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
13263
0
                return false;
13264
13265
            // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
13266
            // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.
13267
0
            if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
13268
0
            {
13269
0
                IM_ASSERT(0);
13270
0
                return false;
13271
0
            }
13272
13273
            // Magic fallback to handle items with no assigned ID, e.g. Text(), Image()
13274
            // We build a throwaway ID based on current ID stack + relative AABB of items in window.
13275
            // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
13276
            // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
13277
            // Rely on keeping other window->LastItemXXX fields intact.
13278
0
            source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);
13279
0
            KeepAliveID(source_id);
13280
0
            bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.InFlags);
13281
0
            if (is_hovered && g.IO.MouseClicked[mouse_button])
13282
0
            {
13283
0
                SetActiveID(source_id, window);
13284
0
                FocusWindow(window);
13285
0
            }
13286
0
            if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
13287
0
                g.ActiveIdAllowOverlap = is_hovered;
13288
0
        }
13289
0
        if (g.ActiveId != source_id)
13290
0
            return false;
13291
0
        source_parent_id = window->IDStack.back();
13292
0
        source_drag_active = IsMouseDragging(mouse_button);
13293
13294
        // Disable navigation and key inputs while dragging + cancel existing request if any
13295
0
        SetActiveIdUsingAllKeyboardKeys();
13296
0
    }
13297
0
    else
13298
0
    {
13299
0
        window = NULL;
13300
0
        source_id = ImHashStr("#SourceExtern");
13301
0
        source_drag_active = true;
13302
0
    }
13303
13304
0
    if (source_drag_active)
13305
0
    {
13306
0
        if (!g.DragDropActive)
13307
0
        {
13308
0
            IM_ASSERT(source_id != 0);
13309
0
            ClearDragDrop();
13310
0
            ImGuiPayload& payload = g.DragDropPayload;
13311
0
            payload.SourceId = source_id;
13312
0
            payload.SourceParentId = source_parent_id;
13313
0
            g.DragDropActive = true;
13314
0
            g.DragDropSourceFlags = flags;
13315
0
            g.DragDropMouseButton = mouse_button;
13316
0
            if (payload.SourceId == g.ActiveId)
13317
0
                g.ActiveIdNoClearOnFocusLoss = true;
13318
0
        }
13319
0
        g.DragDropSourceFrameCount = g.FrameCount;
13320
0
        g.DragDropWithinSource = true;
13321
13322
0
        if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
13323
0
        {
13324
            // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
13325
            // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
13326
0
            bool ret;
13327
0
            if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
13328
0
                ret = BeginTooltipHidden();
13329
0
            else
13330
0
                ret = BeginTooltip();
13331
0
            IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame().
13332
0
            IM_UNUSED(ret);
13333
0
        }
13334
13335
0
        if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
13336
0
            g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
13337
13338
0
        return true;
13339
0
    }
13340
0
    return false;
13341
0
}
13342
13343
void ImGui::EndDragDropSource()
13344
0
{
13345
0
    ImGuiContext& g = *GImGui;
13346
0
    IM_ASSERT(g.DragDropActive);
13347
0
    IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");
13348
13349
0
    if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
13350
0
        EndTooltip();
13351
13352
    // Discard the drag if have not called SetDragDropPayload()
13353
0
    if (g.DragDropPayload.DataFrameCount == -1)
13354
0
        ClearDragDrop();
13355
0
    g.DragDropWithinSource = false;
13356
0
}
13357
13358
// Use 'cond' to choose to submit payload on drag start or every frame
13359
bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
13360
0
{
13361
0
    ImGuiContext& g = *GImGui;
13362
0
    ImGuiPayload& payload = g.DragDropPayload;
13363
0
    if (cond == 0)
13364
0
        cond = ImGuiCond_Always;
13365
13366
0
    IM_ASSERT(type != NULL);
13367
0
    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
13368
0
    IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
13369
0
    IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
13370
0
    IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()
13371
13372
0
    if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
13373
0
    {
13374
        // Copy payload
13375
0
        ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
13376
0
        g.DragDropPayloadBufHeap.resize(0);
13377
0
        if (data_size > sizeof(g.DragDropPayloadBufLocal))
13378
0
        {
13379
            // Store in heap
13380
0
            g.DragDropPayloadBufHeap.resize((int)data_size);
13381
0
            payload.Data = g.DragDropPayloadBufHeap.Data;
13382
0
            memcpy(payload.Data, data, data_size);
13383
0
        }
13384
0
        else if (data_size > 0)
13385
0
        {
13386
            // Store locally
13387
0
            memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
13388
0
            payload.Data = g.DragDropPayloadBufLocal;
13389
0
            memcpy(payload.Data, data, data_size);
13390
0
        }
13391
0
        else
13392
0
        {
13393
0
            payload.Data = NULL;
13394
0
        }
13395
0
        payload.DataSize = (int)data_size;
13396
0
    }
13397
0
    payload.DataFrameCount = g.FrameCount;
13398
13399
    // Return whether the payload has been accepted
13400
0
    return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
13401
0
}
13402
13403
bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
13404
0
{
13405
0
    ImGuiContext& g = *GImGui;
13406
0
    if (!g.DragDropActive)
13407
0
        return false;
13408
13409
0
    ImGuiWindow* window = g.CurrentWindow;
13410
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13411
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree)
13412
0
        return false;
13413
0
    IM_ASSERT(id != 0);
13414
0
    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
13415
0
        return false;
13416
0
    if (window->SkipItems)
13417
0
        return false;
13418
13419
0
    IM_ASSERT(g.DragDropWithinTarget == false);
13420
0
    g.DragDropTargetRect = bb;
13421
0
    g.DragDropTargetClipRect = window->ClipRect; // May want to be overriden by user depending on use case?
13422
0
    g.DragDropTargetId = id;
13423
0
    g.DragDropWithinTarget = true;
13424
0
    return true;
13425
0
}
13426
13427
// We don't use BeginDragDropTargetCustom() and duplicate its code because:
13428
// 1) we use LastItemData's ImGuiItemStatusFlags_HoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
13429
// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
13430
// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
13431
bool ImGui::BeginDragDropTarget()
13432
0
{
13433
0
    ImGuiContext& g = *GImGui;
13434
0
    if (!g.DragDropActive)
13435
0
        return false;
13436
13437
0
    ImGuiWindow* window = g.CurrentWindow;
13438
0
    if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
13439
0
        return false;
13440
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13441
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems)
13442
0
        return false;
13443
13444
0
    const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
13445
0
    ImGuiID id = g.LastItemData.ID;
13446
0
    if (id == 0)
13447
0
    {
13448
0
        id = window->GetIDFromRectangle(display_rect);
13449
0
        KeepAliveID(id);
13450
0
    }
13451
0
    if (g.DragDropPayload.SourceId == id)
13452
0
        return false;
13453
13454
0
    IM_ASSERT(g.DragDropWithinTarget == false);
13455
0
    g.DragDropTargetRect = display_rect;
13456
0
    g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect;
13457
0
    g.DragDropTargetId = id;
13458
0
    g.DragDropWithinTarget = true;
13459
0
    return true;
13460
0
}
13461
13462
bool ImGui::IsDragDropPayloadBeingAccepted()
13463
0
{
13464
0
    ImGuiContext& g = *GImGui;
13465
0
    return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
13466
0
}
13467
13468
const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
13469
0
{
13470
0
    ImGuiContext& g = *GImGui;
13471
0
    ImGuiPayload& payload = g.DragDropPayload;
13472
0
    IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
13473
0
    IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ?
13474
0
    if (type != NULL && !payload.IsDataType(type))
13475
0
        return NULL;
13476
13477
    // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
13478
    // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
13479
0
    const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
13480
0
    ImRect r = g.DragDropTargetRect;
13481
0
    float r_surface = r.GetWidth() * r.GetHeight();
13482
0
    if (r_surface > g.DragDropAcceptIdCurrRectSurface)
13483
0
        return NULL;
13484
13485
0
    g.DragDropAcceptFlags = flags;
13486
0
    g.DragDropAcceptIdCurr = g.DragDropTargetId;
13487
0
    g.DragDropAcceptIdCurrRectSurface = r_surface;
13488
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId);
13489
13490
    // Render default drop visuals
13491
0
    payload.Preview = was_accepted_previously;
13492
0
    flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
13493
0
    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
13494
0
        RenderDragDropTargetRect(r, g.DragDropTargetClipRect);
13495
13496
0
    g.DragDropAcceptFrameCount = g.FrameCount;
13497
0
    payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
13498
0
    if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
13499
0
        return NULL;
13500
13501
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: return payload\n", g.DragDropTargetId);
13502
0
    return &payload;
13503
0
}
13504
13505
// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
13506
void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect)
13507
0
{
13508
0
    ImGuiContext& g = *GImGui;
13509
0
    ImGuiWindow* window = g.CurrentWindow;
13510
0
    ImRect bb_display = bb;
13511
0
    bb_display.ClipWith(item_clip_rect); // Clip THEN expand so we have a way to visualize that target is not entirely visible.
13512
0
    bb_display.Expand(3.5f);
13513
0
    bool push_clip_rect = !window->ClipRect.Contains(bb_display);
13514
0
    if (push_clip_rect)
13515
0
        window->DrawList->PushClipRectFullScreen();
13516
0
    window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
13517
0
    if (push_clip_rect)
13518
0
        window->DrawList->PopClipRect();
13519
0
}
13520
13521
const ImGuiPayload* ImGui::GetDragDropPayload()
13522
0
{
13523
0
    ImGuiContext& g = *GImGui;
13524
0
    return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL;
13525
0
}
13526
13527
void ImGui::EndDragDropTarget()
13528
0
{
13529
0
    ImGuiContext& g = *GImGui;
13530
0
    IM_ASSERT(g.DragDropActive);
13531
0
    IM_ASSERT(g.DragDropWithinTarget);
13532
0
    g.DragDropWithinTarget = false;
13533
13534
    // Clear drag and drop state payload right after delivery
13535
0
    if (g.DragDropPayload.Delivery)
13536
0
        ClearDragDrop();
13537
0
}
13538
13539
//-----------------------------------------------------------------------------
13540
// [SECTION] LOGGING/CAPTURING
13541
//-----------------------------------------------------------------------------
13542
// All text output from the interface can be captured into tty/file/clipboard.
13543
// By default, tree nodes are automatically opened during logging.
13544
//-----------------------------------------------------------------------------
13545
13546
// Pass text data straight to log (without being displayed)
13547
static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)
13548
0
{
13549
0
    if (g.LogFile)
13550
0
    {
13551
0
        g.LogBuffer.Buf.resize(0);
13552
0
        g.LogBuffer.appendfv(fmt, args);
13553
0
        ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);
13554
0
    }
13555
0
    else
13556
0
    {
13557
0
        g.LogBuffer.appendfv(fmt, args);
13558
0
    }
13559
0
}
13560
13561
void ImGui::LogText(const char* fmt, ...)
13562
0
{
13563
0
    ImGuiContext& g = *GImGui;
13564
0
    if (!g.LogEnabled)
13565
0
        return;
13566
13567
0
    va_list args;
13568
0
    va_start(args, fmt);
13569
0
    LogTextV(g, fmt, args);
13570
0
    va_end(args);
13571
0
}
13572
13573
void ImGui::LogTextV(const char* fmt, va_list args)
13574
0
{
13575
0
    ImGuiContext& g = *GImGui;
13576
0
    if (!g.LogEnabled)
13577
0
        return;
13578
13579
0
    LogTextV(g, fmt, args);
13580
0
}
13581
13582
// Internal version that takes a position to decide on newline placement and pad items according to their depth.
13583
// We split text into individual lines to add current tree level padding
13584
// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.
13585
void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
13586
0
{
13587
0
    ImGuiContext& g = *GImGui;
13588
0
    ImGuiWindow* window = g.CurrentWindow;
13589
13590
0
    const char* prefix = g.LogNextPrefix;
13591
0
    const char* suffix = g.LogNextSuffix;
13592
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13593
13594
0
    if (!text_end)
13595
0
        text_end = FindRenderedTextEnd(text, text_end);
13596
13597
0
    const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);
13598
0
    if (ref_pos)
13599
0
        g.LogLinePosY = ref_pos->y;
13600
0
    if (log_new_line)
13601
0
    {
13602
0
        LogText(IM_NEWLINE);
13603
0
        g.LogLineFirstItem = true;
13604
0
    }
13605
13606
0
    if (prefix)
13607
0
        LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.
13608
13609
    // Re-adjust padding if we have popped out of our starting depth
13610
0
    if (g.LogDepthRef > window->DC.TreeDepth)
13611
0
        g.LogDepthRef = window->DC.TreeDepth;
13612
0
    const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
13613
13614
0
    const char* text_remaining = text;
13615
0
    for (;;)
13616
0
    {
13617
        // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry.
13618
        // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured.
13619
0
        const char* line_start = text_remaining;
13620
0
        const char* line_end = ImStreolRange(line_start, text_end);
13621
0
        const bool is_last_line = (line_end == text_end);
13622
0
        if (line_start != line_end || !is_last_line)
13623
0
        {
13624
0
            const int line_length = (int)(line_end - line_start);
13625
0
            const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;
13626
0
            LogText("%*s%.*s", indentation, "", line_length, line_start);
13627
0
            g.LogLineFirstItem = false;
13628
0
            if (*line_end == '\n')
13629
0
            {
13630
0
                LogText(IM_NEWLINE);
13631
0
                g.LogLineFirstItem = true;
13632
0
            }
13633
0
        }
13634
0
        if (is_last_line)
13635
0
            break;
13636
0
        text_remaining = line_end + 1;
13637
0
    }
13638
13639
0
    if (suffix)
13640
0
        LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));
13641
0
}
13642
13643
// Start logging/capturing text output
13644
void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
13645
0
{
13646
0
    ImGuiContext& g = *GImGui;
13647
0
    ImGuiWindow* window = g.CurrentWindow;
13648
0
    IM_ASSERT(g.LogEnabled == false);
13649
0
    IM_ASSERT(g.LogFile == NULL);
13650
0
    IM_ASSERT(g.LogBuffer.empty());
13651
0
    g.LogEnabled = true;
13652
0
    g.LogType = type;
13653
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13654
0
    g.LogDepthRef = window->DC.TreeDepth;
13655
0
    g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
13656
0
    g.LogLinePosY = FLT_MAX;
13657
0
    g.LogLineFirstItem = true;
13658
0
}
13659
13660
// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)
13661
void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)
13662
0
{
13663
0
    ImGuiContext& g = *GImGui;
13664
0
    g.LogNextPrefix = prefix;
13665
0
    g.LogNextSuffix = suffix;
13666
0
}
13667
13668
void ImGui::LogToTTY(int auto_open_depth)
13669
0
{
13670
0
    ImGuiContext& g = *GImGui;
13671
0
    if (g.LogEnabled)
13672
0
        return;
13673
0
    IM_UNUSED(auto_open_depth);
13674
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13675
0
    LogBegin(ImGuiLogType_TTY, auto_open_depth);
13676
0
    g.LogFile = stdout;
13677
0
#endif
13678
0
}
13679
13680
// Start logging/capturing text output to given file
13681
void ImGui::LogToFile(int auto_open_depth, const char* filename)
13682
0
{
13683
0
    ImGuiContext& g = *GImGui;
13684
0
    if (g.LogEnabled)
13685
0
        return;
13686
13687
    // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still
13688
    // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.
13689
    // By opening the file in binary mode "ab" we have consistent output everywhere.
13690
0
    if (!filename)
13691
0
        filename = g.IO.LogFilename;
13692
0
    if (!filename || !filename[0])
13693
0
        return;
13694
0
    ImFileHandle f = ImFileOpen(filename, "ab");
13695
0
    if (!f)
13696
0
    {
13697
0
        IM_ASSERT(0);
13698
0
        return;
13699
0
    }
13700
13701
0
    LogBegin(ImGuiLogType_File, auto_open_depth);
13702
0
    g.LogFile = f;
13703
0
}
13704
13705
// Start logging/capturing text output to clipboard
13706
void ImGui::LogToClipboard(int auto_open_depth)
13707
0
{
13708
0
    ImGuiContext& g = *GImGui;
13709
0
    if (g.LogEnabled)
13710
0
        return;
13711
0
    LogBegin(ImGuiLogType_Clipboard, auto_open_depth);
13712
0
}
13713
13714
void ImGui::LogToBuffer(int auto_open_depth)
13715
0
{
13716
0
    ImGuiContext& g = *GImGui;
13717
0
    if (g.LogEnabled)
13718
0
        return;
13719
0
    LogBegin(ImGuiLogType_Buffer, auto_open_depth);
13720
0
}
13721
13722
void ImGui::LogFinish()
13723
0
{
13724
0
    ImGuiContext& g = *GImGui;
13725
0
    if (!g.LogEnabled)
13726
0
        return;
13727
13728
0
    LogText(IM_NEWLINE);
13729
0
    switch (g.LogType)
13730
0
    {
13731
0
    case ImGuiLogType_TTY:
13732
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13733
0
        fflush(g.LogFile);
13734
0
#endif
13735
0
        break;
13736
0
    case ImGuiLogType_File:
13737
0
        ImFileClose(g.LogFile);
13738
0
        break;
13739
0
    case ImGuiLogType_Buffer:
13740
0
        break;
13741
0
    case ImGuiLogType_Clipboard:
13742
0
        if (!g.LogBuffer.empty())
13743
0
            SetClipboardText(g.LogBuffer.begin());
13744
0
        break;
13745
0
    case ImGuiLogType_None:
13746
0
        IM_ASSERT(0);
13747
0
        break;
13748
0
    }
13749
13750
0
    g.LogEnabled = false;
13751
0
    g.LogType = ImGuiLogType_None;
13752
0
    g.LogFile = NULL;
13753
0
    g.LogBuffer.clear();
13754
0
}
13755
13756
// Helper to display logging buttons
13757
// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)
13758
void ImGui::LogButtons()
13759
0
{
13760
0
    ImGuiContext& g = *GImGui;
13761
13762
0
    PushID("LogButtons");
13763
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13764
0
    const bool log_to_tty = Button("Log To TTY"); SameLine();
13765
#else
13766
    const bool log_to_tty = false;
13767
#endif
13768
0
    const bool log_to_file = Button("Log To File"); SameLine();
13769
0
    const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
13770
0
    PushTabStop(false);
13771
0
    SetNextItemWidth(80.0f);
13772
0
    SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);
13773
0
    PopTabStop();
13774
0
    PopID();
13775
13776
    // Start logging at the end of the function so that the buttons don't appear in the log
13777
0
    if (log_to_tty)
13778
0
        LogToTTY();
13779
0
    if (log_to_file)
13780
0
        LogToFile();
13781
0
    if (log_to_clipboard)
13782
0
        LogToClipboard();
13783
0
}
13784
13785
13786
//-----------------------------------------------------------------------------
13787
// [SECTION] SETTINGS
13788
//-----------------------------------------------------------------------------
13789
// - UpdateSettings() [Internal]
13790
// - MarkIniSettingsDirty() [Internal]
13791
// - FindSettingsHandler() [Internal]
13792
// - ClearIniSettings() [Internal]
13793
// - LoadIniSettingsFromDisk()
13794
// - LoadIniSettingsFromMemory()
13795
// - SaveIniSettingsToDisk()
13796
// - SaveIniSettingsToMemory()
13797
//-----------------------------------------------------------------------------
13798
// - CreateNewWindowSettings() [Internal]
13799
// - FindWindowSettingsByID() [Internal]
13800
// - FindWindowSettingsByWindow() [Internal]
13801
// - ClearWindowSettings() [Internal]
13802
// - WindowSettingsHandler_***() [Internal]
13803
//-----------------------------------------------------------------------------
13804
13805
// Called by NewFrame()
13806
void ImGui::UpdateSettings()
13807
0
{
13808
    // Load settings on first frame (if not explicitly loaded manually before)
13809
0
    ImGuiContext& g = *GImGui;
13810
0
    if (!g.SettingsLoaded)
13811
0
    {
13812
0
        IM_ASSERT(g.SettingsWindows.empty());
13813
0
        if (g.IO.IniFilename)
13814
0
            LoadIniSettingsFromDisk(g.IO.IniFilename);
13815
0
        g.SettingsLoaded = true;
13816
0
    }
13817
13818
    // Save settings (with a delay after the last modification, so we don't spam disk too much)
13819
0
    if (g.SettingsDirtyTimer > 0.0f)
13820
0
    {
13821
0
        g.SettingsDirtyTimer -= g.IO.DeltaTime;
13822
0
        if (g.SettingsDirtyTimer <= 0.0f)
13823
0
        {
13824
0
            if (g.IO.IniFilename != NULL)
13825
0
                SaveIniSettingsToDisk(g.IO.IniFilename);
13826
0
            else
13827
0
                g.IO.WantSaveIniSettings = true;  // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.
13828
0
            g.SettingsDirtyTimer = 0.0f;
13829
0
        }
13830
0
    }
13831
0
}
13832
13833
void ImGui::MarkIniSettingsDirty()
13834
0
{
13835
0
    ImGuiContext& g = *GImGui;
13836
0
    if (g.SettingsDirtyTimer <= 0.0f)
13837
0
        g.SettingsDirtyTimer = g.IO.IniSavingRate;
13838
0
}
13839
13840
void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
13841
0
{
13842
0
    ImGuiContext& g = *GImGui;
13843
0
    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
13844
0
        if (g.SettingsDirtyTimer <= 0.0f)
13845
0
            g.SettingsDirtyTimer = g.IO.IniSavingRate;
13846
0
}
13847
13848
void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)
13849
0
{
13850
0
    ImGuiContext& g = *GImGui;
13851
0
    IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL);
13852
0
    g.SettingsHandlers.push_back(*handler);
13853
0
}
13854
13855
void ImGui::RemoveSettingsHandler(const char* type_name)
13856
0
{
13857
0
    ImGuiContext& g = *GImGui;
13858
0
    if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name))
13859
0
        g.SettingsHandlers.erase(handler);
13860
0
}
13861
13862
ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
13863
0
{
13864
0
    ImGuiContext& g = *GImGui;
13865
0
    const ImGuiID type_hash = ImHashStr(type_name);
13866
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13867
0
        if (handler.TypeHash == type_hash)
13868
0
            return &handler;
13869
0
    return NULL;
13870
0
}
13871
13872
// Clear all settings (windows, tables, docking etc.)
13873
void ImGui::ClearIniSettings()
13874
0
{
13875
0
    ImGuiContext& g = *GImGui;
13876
0
    g.SettingsIniData.clear();
13877
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13878
0
        if (handler.ClearAllFn != NULL)
13879
0
            handler.ClearAllFn(&g, &handler);
13880
0
}
13881
13882
void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
13883
0
{
13884
0
    size_t file_data_size = 0;
13885
0
    char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
13886
0
    if (!file_data)
13887
0
        return;
13888
0
    if (file_data_size > 0)
13889
0
        LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
13890
0
    IM_FREE(file_data);
13891
0
}
13892
13893
// Zero-tolerance, no error reporting, cheap .ini parsing
13894
// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty!
13895
void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
13896
0
{
13897
0
    ImGuiContext& g = *GImGui;
13898
0
    IM_ASSERT(g.Initialized);
13899
    //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");
13900
    //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
13901
13902
    // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
13903
    // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
13904
0
    if (ini_size == 0)
13905
0
        ini_size = strlen(ini_data);
13906
0
    g.SettingsIniData.Buf.resize((int)ini_size + 1);
13907
0
    char* const buf = g.SettingsIniData.Buf.Data;
13908
0
    char* const buf_end = buf + ini_size;
13909
0
    memcpy(buf, ini_data, ini_size);
13910
0
    buf_end[0] = 0;
13911
13912
    // Call pre-read handlers
13913
    // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)
13914
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13915
0
        if (handler.ReadInitFn != NULL)
13916
0
            handler.ReadInitFn(&g, &handler);
13917
13918
0
    void* entry_data = NULL;
13919
0
    ImGuiSettingsHandler* entry_handler = NULL;
13920
13921
0
    char* line_end = NULL;
13922
0
    for (char* line = buf; line < buf_end; line = line_end + 1)
13923
0
    {
13924
        // Skip new lines markers, then find end of the line
13925
0
        while (*line == '\n' || *line == '\r')
13926
0
            line++;
13927
0
        line_end = line;
13928
0
        while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
13929
0
            line_end++;
13930
0
        line_end[0] = 0;
13931
0
        if (line[0] == ';')
13932
0
            continue;
13933
0
        if (line[0] == '[' && line_end > line && line_end[-1] == ']')
13934
0
        {
13935
            // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
13936
0
            line_end[-1] = 0;
13937
0
            const char* name_end = line_end - 1;
13938
0
            const char* type_start = line + 1;
13939
0
            char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');
13940
0
            const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
13941
0
            if (!type_end || !name_start)
13942
0
                continue;
13943
0
            *type_end = 0; // Overwrite first ']'
13944
0
            name_start++;  // Skip second '['
13945
0
            entry_handler = FindSettingsHandler(type_start);
13946
0
            entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
13947
0
        }
13948
0
        else if (entry_handler != NULL && entry_data != NULL)
13949
0
        {
13950
            // Let type handler parse the line
13951
0
            entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
13952
0
        }
13953
0
    }
13954
0
    g.SettingsLoaded = true;
13955
13956
    // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)
13957
0
    memcpy(buf, ini_data, ini_size);
13958
13959
    // Call post-read handlers
13960
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13961
0
        if (handler.ApplyAllFn != NULL)
13962
0
            handler.ApplyAllFn(&g, &handler);
13963
0
}
13964
13965
void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
13966
0
{
13967
0
    ImGuiContext& g = *GImGui;
13968
0
    g.SettingsDirtyTimer = 0.0f;
13969
0
    if (!ini_filename)
13970
0
        return;
13971
13972
0
    size_t ini_data_size = 0;
13973
0
    const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
13974
0
    ImFileHandle f = ImFileOpen(ini_filename, "wt");
13975
0
    if (!f)
13976
0
        return;
13977
0
    ImFileWrite(ini_data, sizeof(char), ini_data_size, f);
13978
0
    ImFileClose(f);
13979
0
}
13980
13981
// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
13982
const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
13983
0
{
13984
0
    ImGuiContext& g = *GImGui;
13985
0
    g.SettingsDirtyTimer = 0.0f;
13986
0
    g.SettingsIniData.Buf.resize(0);
13987
0
    g.SettingsIniData.Buf.push_back(0);
13988
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13989
0
        handler.WriteAllFn(&g, &handler, &g.SettingsIniData);
13990
0
    if (out_size)
13991
0
        *out_size = (size_t)g.SettingsIniData.size();
13992
0
    return g.SettingsIniData.c_str();
13993
0
}
13994
13995
ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
13996
0
{
13997
0
    ImGuiContext& g = *GImGui;
13998
13999
0
    if (g.IO.ConfigDebugIniSettings == false)
14000
0
    {
14001
        // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
14002
        // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier.
14003
0
        if (const char* p = strstr(name, "###"))
14004
0
            name = p;
14005
0
    }
14006
0
    const size_t name_len = strlen(name);
14007
14008
    // Allocate chunk
14009
0
    const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
14010
0
    ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
14011
0
    IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
14012
0
    settings->ID = ImHashStr(name, name_len);
14013
0
    memcpy(settings->GetName(), name, name_len + 1);   // Store with zero terminator
14014
14015
0
    return settings;
14016
0
}
14017
14018
// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names.
14019
// This is called once per window .ini entry + once per newly instantiated window.
14020
ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id)
14021
0
{
14022
0
    ImGuiContext& g = *GImGui;
14023
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14024
0
        if (settings->ID == id && !settings->WantDelete)
14025
0
            return settings;
14026
0
    return NULL;
14027
0
}
14028
14029
// This is faster if you are holding on a Window already as we don't need to perform a search.
14030
ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)
14031
0
{
14032
0
    ImGuiContext& g = *GImGui;
14033
0
    if (window->SettingsOffset != -1)
14034
0
        return g.SettingsWindows.ptr_from_offset(window->SettingsOffset);
14035
0
    return FindWindowSettingsByID(window->ID);
14036
0
}
14037
14038
// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more.
14039
void ImGui::ClearWindowSettings(const char* name)
14040
0
{
14041
    //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name);
14042
0
    ImGuiContext& g = *GImGui;
14043
0
    ImGuiWindow* window = FindWindowByName(name);
14044
0
    if (window != NULL)
14045
0
    {
14046
0
        window->Flags |= ImGuiWindowFlags_NoSavedSettings;
14047
0
        InitOrLoadWindowSettings(window, NULL);
14048
0
        if (window->DockId != 0)
14049
0
            DockContextProcessUndockWindow(&g, window, true);
14050
0
    }
14051
0
    if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name)))
14052
0
        settings->WantDelete = true;
14053
0
}
14054
14055
static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
14056
0
{
14057
0
    ImGuiContext& g = *ctx;
14058
0
    for (ImGuiWindow* window : g.Windows)
14059
0
        window->SettingsOffset = -1;
14060
0
    g.SettingsWindows.clear();
14061
0
}
14062
14063
static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
14064
0
{
14065
0
    ImGuiID id = ImHashStr(name);
14066
0
    ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id);
14067
0
    if (settings)
14068
0
        *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry
14069
0
    else
14070
0
        settings = ImGui::CreateNewWindowSettings(name);
14071
0
    settings->ID = id;
14072
0
    settings->WantApply = true;
14073
0
    return (void*)settings;
14074
0
}
14075
14076
static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
14077
0
{
14078
0
    ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
14079
0
    int x, y;
14080
0
    int i;
14081
0
    ImU32 u1;
14082
0
    if (sscanf(line, "Pos=%i,%i", &x, &y) == 2)             { settings->Pos = ImVec2ih((short)x, (short)y); }
14083
0
    else if (sscanf(line, "Size=%i,%i", &x, &y) == 2)       { settings->Size = ImVec2ih((short)x, (short)y); }
14084
0
    else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1)   { settings->ViewportId = u1; }
14085
0
    else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); }
14086
0
    else if (sscanf(line, "Collapsed=%d", &i) == 1)         { settings->Collapsed = (i != 0); }
14087
0
    else if (sscanf(line, "IsChild=%d", &i) == 1)           { settings->IsChild = (i != 0); }
14088
0
    else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2)  { settings->DockId = u1; settings->DockOrder = (short)i; }
14089
0
    else if (sscanf(line, "DockId=0x%X", &u1) == 1)         { settings->DockId = u1; settings->DockOrder = -1; }
14090
0
    else if (sscanf(line, "ClassId=0x%X", &u1) == 1)        { settings->ClassId = u1; }
14091
0
}
14092
14093
// Apply to existing windows (if any)
14094
static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
14095
0
{
14096
0
    ImGuiContext& g = *ctx;
14097
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14098
0
        if (settings->WantApply)
14099
0
        {
14100
0
            if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))
14101
0
                ApplyWindowSettings(window, settings);
14102
0
            settings->WantApply = false;
14103
0
        }
14104
0
}
14105
14106
static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
14107
0
{
14108
    // Gather data from windows that were active during this session
14109
    // (if a window wasn't opened in this session we preserve its settings)
14110
0
    ImGuiContext& g = *ctx;
14111
0
    for (ImGuiWindow* window : g.Windows)
14112
0
    {
14113
0
        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
14114
0
            continue;
14115
14116
0
        ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window);
14117
0
        if (!settings)
14118
0
        {
14119
0
            settings = ImGui::CreateNewWindowSettings(window->Name);
14120
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
14121
0
        }
14122
0
        IM_ASSERT(settings->ID == window->ID);
14123
0
        settings->Pos = ImVec2ih(window->Pos - window->ViewportPos);
14124
0
        settings->Size = ImVec2ih(window->SizeFull);
14125
0
        settings->ViewportId = window->ViewportId;
14126
0
        settings->ViewportPos = ImVec2ih(window->ViewportPos);
14127
0
        IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId);
14128
0
        settings->DockId = window->DockId;
14129
0
        settings->ClassId = window->WindowClass.ClassId;
14130
0
        settings->DockOrder = window->DockOrder;
14131
0
        settings->Collapsed = window->Collapsed;
14132
0
        settings->IsChild = (window->RootWindow != window); // Cannot rely on ImGuiWindowFlags_ChildWindow here as docked windows have this set.
14133
0
        settings->WantDelete = false;
14134
0
    }
14135
14136
    // Write to text buffer
14137
0
    buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve
14138
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14139
0
    {
14140
0
        if (settings->WantDelete)
14141
0
            continue;
14142
0
        const char* settings_name = settings->GetName();
14143
0
        buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
14144
0
        if (settings->IsChild)
14145
0
        {
14146
0
            buf->appendf("IsChild=1\n");
14147
0
            buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
14148
0
        }
14149
0
        else
14150
0
        {
14151
0
            if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
14152
0
            {
14153
0
                buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y);
14154
0
                buf->appendf("ViewportId=0x%08X\n", settings->ViewportId);
14155
0
            }
14156
0
            if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
14157
0
                buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
14158
0
            if (settings->Size.x != 0 || settings->Size.y != 0)
14159
0
                buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
14160
0
            buf->appendf("Collapsed=%d\n", settings->Collapsed);
14161
0
            if (settings->DockId != 0)
14162
0
            {
14163
                //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier.
14164
0
                if (settings->DockOrder == -1)
14165
0
                    buf->appendf("DockId=0x%08X\n", settings->DockId);
14166
0
                else
14167
0
                    buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder);
14168
0
                if (settings->ClassId != 0)
14169
0
                    buf->appendf("ClassId=0x%08X\n", settings->ClassId);
14170
0
            }
14171
0
        }
14172
0
        buf->append("\n");
14173
0
    }
14174
0
}
14175
14176
14177
//-----------------------------------------------------------------------------
14178
// [SECTION] LOCALIZATION
14179
//-----------------------------------------------------------------------------
14180
14181
void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)
14182
0
{
14183
0
    ImGuiContext& g = *GImGui;
14184
0
    for (int n = 0; n < count; n++)
14185
0
        g.LocalizationTable[entries[n].Key] = entries[n].Text;
14186
0
}
14187
14188
14189
//-----------------------------------------------------------------------------
14190
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
14191
//-----------------------------------------------------------------------------
14192
// - GetMainViewport()
14193
// - FindViewportByID()
14194
// - FindViewportByPlatformHandle()
14195
// - SetCurrentViewport() [Internal]
14196
// - SetWindowViewport() [Internal]
14197
// - GetWindowAlwaysWantOwnViewport() [Internal]
14198
// - UpdateTryMergeWindowIntoHostViewport() [Internal]
14199
// - UpdateTryMergeWindowIntoHostViewports() [Internal]
14200
// - TranslateWindowsInViewport() [Internal]
14201
// - ScaleWindowsInViewport() [Internal]
14202
// - FindHoveredViewportFromPlatformWindowStack() [Internal]
14203
// - UpdateViewportsNewFrame() [Internal]
14204
// - UpdateViewportsEndFrame() [Internal]
14205
// - AddUpdateViewport() [Internal]
14206
// - WindowSelectViewport() [Internal]
14207
// - WindowSyncOwnedViewport() [Internal]
14208
// - UpdatePlatformWindows()
14209
// - RenderPlatformWindowsDefault()
14210
// - FindPlatformMonitorForPos() [Internal]
14211
// - FindPlatformMonitorForRect() [Internal]
14212
// - UpdateViewportPlatformMonitor() [Internal]
14213
// - DestroyPlatformWindow() [Internal]
14214
// - DestroyPlatformWindows()
14215
//-----------------------------------------------------------------------------
14216
14217
ImGuiViewport* ImGui::GetMainViewport()
14218
0
{
14219
0
    ImGuiContext& g = *GImGui;
14220
0
    return g.Viewports[0];
14221
0
}
14222
14223
// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236)
14224
ImGuiViewport* ImGui::FindViewportByID(ImGuiID id)
14225
0
{
14226
0
    ImGuiContext& g = *GImGui;
14227
0
    for (ImGuiViewportP* viewport : g.Viewports)
14228
0
        if (viewport->ID == id)
14229
0
            return viewport;
14230
0
    return NULL;
14231
0
}
14232
14233
ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle)
14234
0
{
14235
0
    ImGuiContext& g = *GImGui;
14236
0
    for (ImGuiViewportP* viewport : g.Viewports)
14237
0
        if (viewport->PlatformHandle == platform_handle)
14238
0
            return viewport;
14239
0
    return NULL;
14240
0
}
14241
14242
void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport)
14243
0
{
14244
0
    ImGuiContext& g = *GImGui;
14245
0
    (void)current_window;
14246
14247
0
    if (viewport)
14248
0
        viewport->LastFrameActive = g.FrameCount;
14249
0
    if (g.CurrentViewport == viewport)
14250
0
        return;
14251
0
    g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f;
14252
0
    g.CurrentViewport = viewport;
14253
    //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0);
14254
14255
    // Notify platform layer of viewport changes
14256
    // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI
14257
0
    if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport)
14258
0
        g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport);
14259
0
}
14260
14261
void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
14262
0
{
14263
    // Abandon viewport
14264
0
    if (window->ViewportOwned && window->Viewport->Window == window)
14265
0
        window->Viewport->Size = ImVec2(0.0f, 0.0f);
14266
14267
0
    window->Viewport = viewport;
14268
0
    window->ViewportId = viewport->ID;
14269
0
    window->ViewportOwned = (viewport->Window == window);
14270
0
}
14271
14272
static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
14273
0
{
14274
    // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own.
14275
0
    ImGuiContext& g = *GImGui;
14276
0
    if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge))
14277
0
        if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
14278
0
            if (!window->DockIsActive)
14279
0
                if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0)
14280
0
                    if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0)
14281
0
                        return true;
14282
0
    return false;
14283
0
}
14284
14285
static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
14286
0
{
14287
0
    ImGuiContext& g = *GImGui;
14288
0
    if (window->Viewport == viewport)
14289
0
        return false;
14290
0
    if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0)
14291
0
        return false;
14292
0
    if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0)
14293
0
        return false;
14294
0
    if (!viewport->GetMainRect().Contains(window->Rect()))
14295
0
        return false;
14296
0
    if (GetWindowAlwaysWantOwnViewport(window))
14297
0
        return false;
14298
14299
    // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could..
14300
0
    for (ImGuiWindow* window_behind : g.Windows)
14301
0
    {
14302
0
        if (window_behind == window)
14303
0
            break;
14304
0
        if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow))
14305
0
            if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect()))
14306
0
                return false;
14307
0
    }
14308
14309
    // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child)
14310
0
    ImGuiViewportP* old_viewport = window->Viewport;
14311
0
    if (window->ViewportOwned)
14312
0
        for (int n = 0; n < g.Windows.Size; n++)
14313
0
            if (g.Windows[n]->Viewport == old_viewport)
14314
0
                SetWindowViewport(g.Windows[n], viewport);
14315
0
    SetWindowViewport(window, viewport);
14316
0
    BringWindowToDisplayFront(window);
14317
14318
0
    return true;
14319
0
}
14320
14321
// FIXME: handle 0 to N host viewports
14322
static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window)
14323
0
{
14324
0
    ImGuiContext& g = *GImGui;
14325
0
    return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
14326
0
}
14327
14328
// Translate Dear ImGui windows when a Host Viewport has been moved
14329
// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
14330
void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos)
14331
0
{
14332
0
    ImGuiContext& g = *GImGui;
14333
0
    IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows));
14334
14335
    // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently
14336
    // translate imgui windows from OS-window-local to absolute coordinates or vice-versa.
14337
    // 2) If it's not going to fit into the new size, keep it at same absolute position.
14338
    // One problem with this is that most Win32 applications doesn't update their render while dragging,
14339
    // and so the window will appear to teleport when releasing the mouse.
14340
0
    const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable);
14341
0
    ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size);
14342
0
    ImVec2 delta_pos = new_pos - old_pos;
14343
0
    for (ImGuiWindow* window : g.Windows) // FIXME-OPT
14344
0
        if (translate_all_windows || (window->Viewport == viewport && test_still_fit_rect.Contains(window->Rect())))
14345
0
            TranslateWindow(window, delta_pos);
14346
0
}
14347
14348
// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!)
14349
void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
14350
0
{
14351
0
    ImGuiContext& g = *GImGui;
14352
0
    if (viewport->Window)
14353
0
    {
14354
0
        ScaleWindow(viewport->Window, scale);
14355
0
    }
14356
0
    else
14357
0
    {
14358
0
        for (ImGuiWindow* window : g.Windows)
14359
0
            if (window->Viewport == viewport)
14360
0
                ScaleWindow(window, scale);
14361
0
    }
14362
0
}
14363
14364
// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves.
14365
// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
14366
// B) It requires Platform_GetWindowFocus to be implemented by backend.
14367
ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos)
14368
0
{
14369
0
    ImGuiContext& g = *GImGui;
14370
0
    ImGuiViewportP* best_candidate = NULL;
14371
0
    for (ImGuiViewportP* viewport : g.Viewports)
14372
0
        if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos))
14373
0
            if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount)
14374
0
                best_candidate = viewport;
14375
0
    return best_candidate;
14376
0
}
14377
14378
// Update viewports and monitor infos
14379
// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info.
14380
static void ImGui::UpdateViewportsNewFrame()
14381
0
{
14382
0
    ImGuiContext& g = *GImGui;
14383
0
    IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
14384
14385
    // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport)
14386
    // Update Focused status
14387
0
    const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0;
14388
0
    if (viewports_enabled)
14389
0
    {
14390
0
        ImGuiViewportP* focused_viewport = NULL;
14391
0
        for (ImGuiViewportP* viewport : g.Viewports)
14392
0
        {
14393
0
            const bool platform_funcs_available = viewport->PlatformWindowCreated;
14394
0
            if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available)
14395
0
            {
14396
0
                bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
14397
0
                if (is_minimized)
14398
0
                    viewport->Flags |= ImGuiViewportFlags_IsMinimized;
14399
0
                else
14400
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsMinimized;
14401
0
            }
14402
14403
            // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport.
14404
            // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored.
14405
0
            if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available)
14406
0
            {
14407
0
                bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport);
14408
0
                if (is_focused)
14409
0
                    viewport->Flags |= ImGuiViewportFlags_IsFocused;
14410
0
                else
14411
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsFocused;
14412
0
                if (is_focused)
14413
0
                    focused_viewport = viewport;
14414
0
            }
14415
0
        }
14416
14417
        // Focused viewport has changed?
14418
0
        if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID)
14419
0
        {
14420
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X, attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID);
14421
0
            const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId);
14422
0
            const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false);
14423
14424
            // Store a tag so we can infer z-order easily from all our windows
14425
            // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag
14426
            // will keep the front most stamp instead of losing it back to their parent viewport.
14427
0
            if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
14428
0
                focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
14429
0
            g.PlatformLastFocusedViewportId = focused_viewport->ID;
14430
14431
            // Focus associated dear imgui window
14432
            // - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299)
14433
            // - if focus didn't happen because we destroyed another window (#6462)
14434
            // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well.
14435
0
            const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed;
14436
0
            if (apply_imgui_focus_on_focused_viewport)
14437
0
            {
14438
0
                focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus.
14439
0
                ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild;
14440
0
                if (focused_viewport->Window != NULL)
14441
0
                    FocusWindow(focused_viewport->Window, focus_request_flags);
14442
0
                else if (focused_viewport->LastFocusedHadNavWindow)
14443
0
                    FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport
14444
0
                else
14445
0
                    FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused
14446
0
            }
14447
0
        }
14448
0
        if (focused_viewport)
14449
0
            focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport);
14450
0
    }
14451
14452
    // Create/update main viewport with current platform position.
14453
    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
14454
0
    ImGuiViewportP* main_viewport = g.Viewports[0];
14455
0
    IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
14456
0
    IM_ASSERT(main_viewport->Window == NULL);
14457
0
    ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f);
14458
0
    ImVec2 main_viewport_size = g.IO.DisplaySize;
14459
0
    if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized))
14460
0
    {
14461
0
        main_viewport_pos = main_viewport->Pos;    // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path)
14462
0
        main_viewport_size = main_viewport->Size;
14463
0
    }
14464
0
    AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows);
14465
14466
0
    g.CurrentDpiScale = 0.0f;
14467
0
    g.CurrentViewport = NULL;
14468
0
    g.MouseViewport = NULL;
14469
0
    for (int n = 0; n < g.Viewports.Size; n++)
14470
0
    {
14471
0
        ImGuiViewportP* viewport = g.Viewports[n];
14472
0
        viewport->Idx = n;
14473
14474
        // Erase unused viewports
14475
0
        if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2)
14476
0
        {
14477
0
            DestroyViewport(viewport);
14478
0
            n--;
14479
0
            continue;
14480
0
        }
14481
14482
0
        const bool platform_funcs_available = viewport->PlatformWindowCreated;
14483
0
        if (viewports_enabled)
14484
0
        {
14485
            // Update Position and Size (from Platform Window to ImGui) if requested.
14486
            // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
14487
0
            if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available)
14488
0
            {
14489
                // Viewport->WorkPos and WorkSize will be updated below
14490
0
                if (viewport->PlatformRequestMove)
14491
0
                    viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
14492
0
                if (viewport->PlatformRequestResize)
14493
0
                    viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport);
14494
0
            }
14495
0
        }
14496
14497
        // Update/copy monitor info
14498
0
        UpdateViewportPlatformMonitor(viewport);
14499
14500
        // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again.
14501
0
        viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;
14502
0
        viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;
14503
0
        viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);
14504
0
        viewport->UpdateWorkRect();
14505
14506
        // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
14507
0
        viewport->Alpha = 1.0f;
14508
14509
        // Translate Dear ImGui windows when a Host Viewport has been moved
14510
        // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
14511
0
        const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos;
14512
0
        if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f))
14513
0
            TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos);
14514
14515
        // Update DPI scale
14516
0
        float new_dpi_scale;
14517
0
        if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available)
14518
0
            new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport);
14519
0
        else if (viewport->PlatformMonitor != -1)
14520
0
            new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14521
0
        else
14522
0
            new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f;
14523
0
        if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale)
14524
0
        {
14525
0
            float scale_factor = new_dpi_scale / viewport->DpiScale;
14526
0
            if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
14527
0
                ScaleWindowsInViewport(viewport, scale_factor);
14528
            //if (viewport == GetMainViewport())
14529
            //    g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor);
14530
14531
            // Scale our window moving pivot so that the window will rescale roughly around the mouse position.
14532
            // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border.
14533
            // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.)
14534
            //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport)
14535
            //    g.ActiveIdClickOffset = ImTrunc(g.ActiveIdClickOffset * scale_factor);
14536
0
        }
14537
0
        viewport->DpiScale = new_dpi_scale;
14538
0
    }
14539
14540
    // Update fallback monitor
14541
0
    if (g.PlatformIO.Monitors.Size == 0)
14542
0
    {
14543
0
        ImGuiPlatformMonitor* monitor = &g.FallbackMonitor;
14544
0
        monitor->MainPos = main_viewport->Pos;
14545
0
        monitor->MainSize = main_viewport->Size;
14546
0
        monitor->WorkPos = main_viewport->WorkPos;
14547
0
        monitor->WorkSize = main_viewport->WorkSize;
14548
0
        monitor->DpiScale = main_viewport->DpiScale;
14549
0
    }
14550
14551
0
    if (!viewports_enabled)
14552
0
    {
14553
0
        g.MouseViewport = main_viewport;
14554
0
        return;
14555
0
    }
14556
14557
    // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport.
14558
    // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set.
14559
0
    ImGuiViewportP* viewport_hovered = NULL;
14560
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
14561
0
    {
14562
0
        viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL;
14563
0
        if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14564
0
            viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback.
14565
0
    }
14566
0
    else
14567
0
    {
14568
        // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search:
14569
        // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
14570
        // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order.
14571
        // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO)
14572
0
        viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos);
14573
0
    }
14574
0
    if (viewport_hovered != NULL)
14575
0
        g.MouseLastHoveredViewport = viewport_hovered;
14576
0
    else if (g.MouseLastHoveredViewport == NULL)
14577
0
        g.MouseLastHoveredViewport = g.Viewports[0];
14578
14579
    // Update mouse reference viewport
14580
    // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode)
14581
    // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details)
14582
0
    if (g.MovingWindow && g.MovingWindow->Viewport)
14583
0
        g.MouseViewport = g.MovingWindow->Viewport;
14584
0
    else
14585
0
        g.MouseViewport = g.MouseLastHoveredViewport;
14586
14587
    // When dragging something, always refer to the last hovered viewport.
14588
    // - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
14589
    // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info)
14590
    // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release.
14591
    // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that.
14592
0
    const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive;
14593
0
    if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
14594
0
        viewport_hovered = g.MouseLastHoveredViewport;
14595
0
    if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown())
14596
0
        if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14597
0
            g.MouseViewport = viewport_hovered;
14598
14599
0
    IM_ASSERT(g.MouseViewport != NULL);
14600
0
}
14601
14602
// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
14603
static void ImGui::UpdateViewportsEndFrame()
14604
0
{
14605
0
    ImGuiContext& g = *GImGui;
14606
0
    g.PlatformIO.Viewports.resize(0);
14607
0
    for (int i = 0; i < g.Viewports.Size; i++)
14608
0
    {
14609
0
        ImGuiViewportP* viewport = g.Viewports[i];
14610
0
        viewport->LastPos = viewport->Pos;
14611
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f)
14612
0
            if (i > 0) // Always include main viewport in the list
14613
0
                continue;
14614
0
        if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window))
14615
0
            continue;
14616
0
        if (i > 0)
14617
0
            IM_ASSERT(viewport->Window != NULL);
14618
0
        g.PlatformIO.Viewports.push_back(viewport);
14619
0
    }
14620
0
    g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called
14621
0
}
14622
14623
// FIXME: We should ideally refactor the system to call this every frame (we currently don't)
14624
ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags)
14625
0
{
14626
0
    ImGuiContext& g = *GImGui;
14627
0
    IM_ASSERT(id != 0);
14628
14629
0
    flags |= ImGuiViewportFlags_IsPlatformWindow;
14630
0
    if (window != NULL)
14631
0
    {
14632
0
        if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window)
14633
0
            flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing;
14634
0
        if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs))
14635
0
            flags |= ImGuiViewportFlags_NoInputs;
14636
0
        if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing)
14637
0
            flags |= ImGuiViewportFlags_NoFocusOnAppearing;
14638
0
    }
14639
14640
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id);
14641
0
    if (viewport)
14642
0
    {
14643
        // Always update for main viewport as we are already pulling correct platform pos/size (see #4900)
14644
0
        if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14645
0
            viewport->Pos = pos;
14646
0
        if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14647
0
            viewport->Size = size;
14648
0
        viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags
14649
0
    }
14650
0
    else
14651
0
    {
14652
        // New viewport
14653
0
        viewport = IM_NEW(ImGuiViewportP)();
14654
0
        viewport->ID = id;
14655
0
        viewport->Idx = g.Viewports.Size;
14656
0
        viewport->Pos = viewport->LastPos = pos;
14657
0
        viewport->Size = size;
14658
0
        viewport->Flags = flags;
14659
0
        UpdateViewportPlatformMonitor(viewport);
14660
0
        g.Viewports.push_back(viewport);
14661
0
        g.ViewportCreatedCount++;
14662
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : "<NULL>");
14663
14664
        // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport.
14665
        // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame
14666
0
        g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x);
14667
0
        g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y);
14668
0
        g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x);
14669
0
        g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y);
14670
14671
        // Store initial DpiScale before the OS platform window creation, based on expected monitor data.
14672
        // This is so we can select an appropriate font size on the first frame of our window lifetime
14673
0
        if (viewport->PlatformMonitor != -1)
14674
0
            viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14675
0
    }
14676
14677
0
    viewport->Window = window;
14678
0
    viewport->LastFrameActive = g.FrameCount;
14679
0
    viewport->UpdateWorkRect();
14680
0
    IM_ASSERT(window == NULL || viewport->ID == window->ID);
14681
14682
0
    if (window != NULL)
14683
0
        window->ViewportOwned = true;
14684
14685
0
    return viewport;
14686
0
}
14687
14688
static void ImGui::DestroyViewport(ImGuiViewportP* viewport)
14689
0
{
14690
    // Clear references to this viewport in windows (window->ViewportId becomes the master data)
14691
0
    ImGuiContext& g = *GImGui;
14692
0
    for (ImGuiWindow* window : g.Windows)
14693
0
    {
14694
0
        if (window->Viewport != viewport)
14695
0
            continue;
14696
0
        window->Viewport = NULL;
14697
0
        window->ViewportOwned = false;
14698
0
    }
14699
0
    if (viewport == g.MouseLastHoveredViewport)
14700
0
        g.MouseLastHoveredViewport = NULL;
14701
14702
    // Destroy
14703
0
    IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14704
0
    DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here.
14705
0
    IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
14706
0
    IM_ASSERT(g.Viewports[viewport->Idx] == viewport);
14707
0
    g.Viewports.erase(g.Viewports.Data + viewport->Idx);
14708
0
    IM_DELETE(viewport);
14709
0
}
14710
14711
// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
14712
static void ImGui::WindowSelectViewport(ImGuiWindow* window)
14713
0
{
14714
0
    ImGuiContext& g = *GImGui;
14715
0
    ImGuiWindowFlags flags = window->Flags;
14716
0
    window->ViewportAllowPlatformMonitorExtend = -1;
14717
14718
    // Restore main viewport if multi-viewport is not supported by the backend
14719
0
    ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport();
14720
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14721
0
    {
14722
0
        SetWindowViewport(window, main_viewport);
14723
0
        return;
14724
0
    }
14725
0
    window->ViewportOwned = false;
14726
14727
    // Appearing popups reset their viewport so they can inherit again
14728
0
    if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing)
14729
0
    {
14730
0
        window->Viewport = NULL;
14731
0
        window->ViewportId = 0;
14732
0
    }
14733
14734
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0)
14735
0
    {
14736
        // By default inherit from parent window
14737
0
        if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive))
14738
0
            window->Viewport = window->ParentWindow->Viewport;
14739
14740
        // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
14741
0
        if (window->Viewport == NULL && window->ViewportId != 0)
14742
0
        {
14743
0
            window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId);
14744
0
            if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX)
14745
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None);
14746
0
        }
14747
0
    }
14748
14749
0
    bool lock_viewport = false;
14750
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport)
14751
0
    {
14752
        // Code explicitly request a viewport
14753
0
        window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId);
14754
0
        window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet.
14755
0
        if (window->Viewport && (window->Flags & ImGuiWindowFlags_DockNodeHost) != 0 && window->Viewport->Window != NULL)
14756
0
        {
14757
0
            window->Viewport->Window = window;
14758
0
            window->Viewport->ID = window->ViewportId = window->ID; // Overwrite ID (always owned by node)
14759
0
        }
14760
0
        lock_viewport = true;
14761
0
    }
14762
0
    else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu))
14763
0
    {
14764
        // Always inherit viewport from parent window
14765
0
        if (window->DockNode && window->DockNode->HostWindow)
14766
0
            IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport);
14767
0
        window->Viewport = window->ParentWindow->Viewport;
14768
0
    }
14769
0
    else if (window->DockNode && window->DockNode->HostWindow)
14770
0
    {
14771
        // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame
14772
0
        window->Viewport = window->DockNode->HostWindow->Viewport;
14773
0
    }
14774
0
    else if (flags & ImGuiWindowFlags_Tooltip)
14775
0
    {
14776
0
        window->Viewport = g.MouseViewport;
14777
0
    }
14778
0
    else if (GetWindowAlwaysWantOwnViewport(window))
14779
0
    {
14780
0
        window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14781
0
    }
14782
0
    else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid())
14783
0
    {
14784
0
        if (window->Viewport != NULL && window->Viewport->Window == window)
14785
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14786
0
    }
14787
0
    else
14788
0
    {
14789
        // Merge into host viewport?
14790
        // We cannot test window->ViewportOwned as it set lower in the function.
14791
        // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212)
14792
0
        bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap));
14793
0
        if (try_to_merge_into_host_viewport)
14794
0
            UpdateTryMergeWindowIntoHostViewports(window);
14795
0
    }
14796
14797
    // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport
14798
0
    if (window->Viewport == NULL)
14799
0
        if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport))
14800
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14801
14802
    // Mark window as allowed to protrude outside of its viewport and into the current monitor
14803
0
    if (!lock_viewport)
14804
0
    {
14805
0
        if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
14806
0
        {
14807
            // We need to take account of the possibility that mouse may become invalid.
14808
            // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds.
14809
0
            ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos;
14810
0
            bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow);
14811
0
            bool mouse_valid = IsMousePosValid(&mouse_ref);
14812
0
            if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid))
14813
0
                window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos());
14814
0
            else
14815
0
                window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14816
0
        }
14817
0
        else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL)
14818
0
        {
14819
            // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code.
14820
0
            const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true;
14821
0
            if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible)
14822
0
            {
14823
                // Steal/transfer ownership
14824
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name);
14825
0
                window->Viewport->Window = window;
14826
0
                window->Viewport->ID = window->ID;
14827
0
                window->Viewport->LastNameHash = 0;
14828
0
            }
14829
0
            else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge?
14830
0
            {
14831
                // New viewport
14832
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
14833
0
            }
14834
0
        }
14835
0
        else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0)
14836
0
        {
14837
            // Regular (non-child, non-popup) windows by default are also allowed to protrude
14838
            // Child windows are kept contained within their parent.
14839
0
            window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14840
0
        }
14841
0
    }
14842
14843
    // Update flags
14844
0
    window->ViewportOwned = (window == window->Viewport->Window);
14845
0
    window->ViewportId = window->Viewport->ID;
14846
14847
    // If the OS window has a title bar, hide our imgui title bar
14848
    //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
14849
    //    window->Flags |= ImGuiWindowFlags_NoTitleBar;
14850
0
}
14851
14852
void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack)
14853
0
{
14854
0
    ImGuiContext& g = *GImGui;
14855
14856
0
    bool viewport_rect_changed = false;
14857
14858
    // Synchronize window --> viewport in most situations
14859
    // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM
14860
0
    if (window->Viewport->PlatformRequestMove)
14861
0
    {
14862
0
        window->Pos = window->Viewport->Pos;
14863
0
        MarkIniSettingsDirty(window);
14864
0
    }
14865
0
    else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0)
14866
0
    {
14867
0
        viewport_rect_changed = true;
14868
0
        window->Viewport->Pos = window->Pos;
14869
0
    }
14870
14871
0
    if (window->Viewport->PlatformRequestResize)
14872
0
    {
14873
0
        window->Size = window->SizeFull = window->Viewport->Size;
14874
0
        MarkIniSettingsDirty(window);
14875
0
    }
14876
0
    else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0)
14877
0
    {
14878
0
        viewport_rect_changed = true;
14879
0
        window->Viewport->Size = window->Size;
14880
0
    }
14881
0
    window->Viewport->UpdateWorkRect();
14882
14883
    // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame()
14884
    // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect.
14885
0
    if (viewport_rect_changed)
14886
0
        UpdateViewportPlatformMonitor(window->Viewport);
14887
14888
    // Update common viewport flags
14889
0
    const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear;
14890
0
    ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear;
14891
0
    ImGuiWindowFlags window_flags = window->Flags;
14892
0
    const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0;
14893
0
    const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
14894
0
    if (window_flags & ImGuiWindowFlags_Tooltip)
14895
0
        viewport_flags |= ImGuiViewportFlags_TopMost;
14896
0
    if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal)
14897
0
        viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon;
14898
0
    if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window)
14899
0
        viewport_flags |= ImGuiViewportFlags_NoDecoration;
14900
14901
    // Not correct to set modal as topmost because:
14902
    // - Because other popups can be stacked above a modal (e.g. combo box in a modal)
14903
    // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost"
14904
    //if (flags & ImGuiWindowFlags_Modal)
14905
    //    viewport_flags |= ImGuiViewportFlags_TopMost;
14906
14907
    // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them
14908
    // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration).
14909
    // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app,
14910
    // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere.
14911
0
    if (is_short_lived_floating_window && !is_modal)
14912
0
        viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick;
14913
14914
    // We can overwrite viewport flags using ImGuiWindowClass (advanced users)
14915
0
    if (window->WindowClass.ViewportFlagsOverrideSet)
14916
0
        viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet;
14917
0
    if (window->WindowClass.ViewportFlagsOverrideClear)
14918
0
        viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear;
14919
14920
    // We can also tell the backend that clearing the platform window won't be necessary,
14921
    // as our window background is filling the viewport and we have disabled BgAlpha.
14922
    // FIXME: Work on support for per-viewport transparency (#2766)
14923
0
    if (!(window_flags & ImGuiWindowFlags_NoBackground))
14924
0
        viewport_flags |= ImGuiViewportFlags_NoRendererClear;
14925
14926
0
    window->Viewport->Flags = viewport_flags;
14927
14928
    // Update parent viewport ID
14929
    // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport())
14930
0
    if (window->WindowClass.ParentViewportId != (ImGuiID)-1)
14931
0
        window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId;
14932
0
    else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive))
14933
0
        window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID;
14934
0
    else
14935
0
        window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID;
14936
0
}
14937
14938
// Called by user at the end of the main loop, after EndFrame()
14939
// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
14940
void ImGui::UpdatePlatformWindows()
14941
0
{
14942
0
    ImGuiContext& g = *GImGui;
14943
0
    IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
14944
0
    IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
14945
0
    g.FrameCountPlatformEnded = g.FrameCount;
14946
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14947
0
        return;
14948
14949
    // Create/resize/destroy platform windows to match each active viewport.
14950
    // Skip the main viewport (index 0), which is always fully handled by the application!
14951
0
    for (int i = 1; i < g.Viewports.Size; i++)
14952
0
    {
14953
0
        ImGuiViewportP* viewport = g.Viewports[i];
14954
14955
        // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window
14956
        // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame)
14957
0
        bool destroy_platform_window = false;
14958
0
        destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1);
14959
0
        destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window));
14960
0
        if (destroy_platform_window)
14961
0
        {
14962
0
            DestroyPlatformWindow(viewport);
14963
0
            continue;
14964
0
        }
14965
14966
        // New windows that appears directly in a new viewport won't always have a size on their first frame
14967
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0)
14968
0
            continue;
14969
14970
        // Create window
14971
0
        const bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
14972
0
        if (is_new_platform_window)
14973
0
        {
14974
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14975
0
            g.PlatformIO.Platform_CreateWindow(viewport);
14976
0
            if (g.PlatformIO.Renderer_CreateWindow != NULL)
14977
0
                g.PlatformIO.Renderer_CreateWindow(viewport);
14978
0
            g.PlatformWindowsCreatedCount++;
14979
0
            viewport->LastNameHash = 0;
14980
0
            viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?)
14981
0
            viewport->LastRendererSize = viewport->Size;                                       // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
14982
0
            viewport->PlatformWindowCreated = true;
14983
0
        }
14984
14985
        // Apply Position and Size (from ImGui to Platform/Renderer backends)
14986
0
        if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove)
14987
0
            g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos);
14988
0
        if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize)
14989
0
            g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size);
14990
0
        if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize)
14991
0
            g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size);
14992
0
        viewport->LastPlatformPos = viewport->Pos;
14993
0
        viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size;
14994
14995
        // Update title bar (if it changed)
14996
0
        if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window))
14997
0
        {
14998
0
            const char* title_begin = window_for_title->Name;
14999
0
            char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin);
15000
0
            const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin);
15001
0
            if (viewport->LastNameHash != title_hash)
15002
0
            {
15003
0
                char title_end_backup_c = *title_end;
15004
0
                *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
15005
0
                g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
15006
0
                *title_end = title_end_backup_c;
15007
0
                viewport->LastNameHash = title_hash;
15008
0
            }
15009
0
        }
15010
15011
        // Update alpha (if it changed)
15012
0
        if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
15013
0
            g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
15014
0
        viewport->LastAlpha = viewport->Alpha;
15015
15016
        // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed.
15017
0
        if (g.PlatformIO.Platform_UpdateWindow)
15018
0
            g.PlatformIO.Platform_UpdateWindow(viewport);
15019
15020
0
        if (is_new_platform_window)
15021
0
        {
15022
            // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
15023
0
            if (g.FrameCount < 3)
15024
0
                viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
15025
15026
            // Show window
15027
0
            g.PlatformIO.Platform_ShowWindow(viewport);
15028
15029
            // Even without focus, we assume the window becomes front-most.
15030
            // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
15031
0
            if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
15032
0
                viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
15033
0
        }
15034
15035
        // Clear request flags
15036
0
        viewport->ClearRequestFlags();
15037
0
    }
15038
0
}
15039
15040
// This is a default/basic function for performing the rendering/swap of multiple Platform Windows.
15041
// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves.
15042
// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
15043
//
15044
//    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
15045
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
15046
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
15047
//            MyRenderFunction(platform_io.Viewports[i], my_args);
15048
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
15049
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
15050
//            MySwapBufferFunction(platform_io.Viewports[i], my_args);
15051
//
15052
void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
15053
0
{
15054
    // Skip the main viewport (index 0), which is always fully handled by the application!
15055
0
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
15056
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
15057
0
    {
15058
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
15059
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
15060
0
            continue;
15061
0
        if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
15062
0
        if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
15063
0
    }
15064
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
15065
0
    {
15066
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
15067
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
15068
0
            continue;
15069
0
        if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
15070
0
        if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
15071
0
    }
15072
0
}
15073
15074
static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
15075
0
{
15076
0
    ImGuiContext& g = *GImGui;
15077
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
15078
0
    {
15079
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
15080
0
        if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos))
15081
0
            return monitor_n;
15082
0
    }
15083
0
    return -1;
15084
0
}
15085
15086
// Search for the monitor with the largest intersection area with the given rectangle
15087
// We generally try to avoid searching loops but the monitor count should be very small here
15088
// FIXME-OPT: We could test the last monitor used for that viewport first, and early
15089
static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
15090
0
{
15091
0
    ImGuiContext& g = *GImGui;
15092
15093
0
    const int monitor_count = g.PlatformIO.Monitors.Size;
15094
0
    if (monitor_count <= 1)
15095
0
        return monitor_count - 1;
15096
15097
    // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position.
15098
    // This is necessary for tooltips which always resize down to zero at first.
15099
0
    const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f);
15100
0
    int best_monitor_n = -1;
15101
0
    float best_monitor_surface = 0.001f;
15102
15103
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++)
15104
0
    {
15105
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
15106
0
        const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize);
15107
0
        if (monitor_rect.Contains(rect))
15108
0
            return monitor_n;
15109
0
        ImRect overlapping_rect = rect;
15110
0
        overlapping_rect.ClipWithFull(monitor_rect);
15111
0
        float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight();
15112
0
        if (overlapping_surface < best_monitor_surface)
15113
0
            continue;
15114
0
        best_monitor_surface = overlapping_surface;
15115
0
        best_monitor_n = monitor_n;
15116
0
    }
15117
0
    return best_monitor_n;
15118
0
}
15119
15120
// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor)
15121
static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport)
15122
0
{
15123
0
    viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect());
15124
0
}
15125
15126
// Return value is always != NULL, but don't hold on it across frames.
15127
const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p)
15128
0
{
15129
0
    ImGuiContext& g = *GImGui;
15130
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p;
15131
0
    int monitor_idx = viewport->PlatformMonitor;
15132
0
    if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
15133
0
        return &g.PlatformIO.Monitors[monitor_idx];
15134
0
    return &g.FallbackMonitor;
15135
0
}
15136
15137
void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
15138
0
{
15139
0
    ImGuiContext& g = *GImGui;
15140
0
    if (viewport->PlatformWindowCreated)
15141
0
    {
15142
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
15143
0
        if (g.PlatformIO.Renderer_DestroyWindow)
15144
0
            g.PlatformIO.Renderer_DestroyWindow(viewport);
15145
0
        if (g.PlatformIO.Platform_DestroyWindow)
15146
0
            g.PlatformIO.Platform_DestroyWindow(viewport);
15147
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL);
15148
15149
        // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize()
15150
        // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public.
15151
0
        if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID)
15152
0
            viewport->PlatformWindowCreated = false;
15153
0
    }
15154
0
    else
15155
0
    {
15156
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
15157
0
    }
15158
0
    viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL;
15159
0
    viewport->ClearRequestFlags();
15160
0
}
15161
15162
void ImGui::DestroyPlatformWindows()
15163
0
{
15164
    // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend
15165
    // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData.
15166
    // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling
15167
    // code to operator a consistent manner.
15168
    // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without
15169
    // crashing if it doesn't have data stored.
15170
0
    ImGuiContext& g = *GImGui;
15171
0
    for (ImGuiViewportP* viewport : g.Viewports)
15172
0
        DestroyPlatformWindow(viewport);
15173
0
}
15174
15175
15176
//-----------------------------------------------------------------------------
15177
// [SECTION] DOCKING
15178
//-----------------------------------------------------------------------------
15179
// Docking: Internal Types
15180
// Docking: Forward Declarations
15181
// Docking: ImGuiDockContext
15182
// Docking: ImGuiDockContext Docking/Undocking functions
15183
// Docking: ImGuiDockNode
15184
// Docking: ImGuiDockNode Tree manipulation functions
15185
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
15186
// Docking: Builder Functions
15187
// Docking: Begin/End Support Functions (called from Begin/End)
15188
// Docking: Settings
15189
//-----------------------------------------------------------------------------
15190
15191
//-----------------------------------------------------------------------------
15192
// Typical Docking call flow: (root level is generally public API):
15193
//-----------------------------------------------------------------------------
15194
// - NewFrame()                               new dear imgui frame
15195
//    | DockContextNewFrameUpdateUndocking()  - process queued undocking requests
15196
//    | - DockContextProcessUndockWindow()    - process one window undocking request
15197
//    | - DockContextProcessUndockNode()      - process one whole node undocking request
15198
//    | DockContextNewFrameUpdateUndocking()  - process queue docking requests, create floating dock nodes
15199
//    | - update g.HoveredDockNode            - [debug] update node hovered by mouse
15200
//    | - DockContextProcessDock()            - process one docking request
15201
//    | - DockNodeUpdate()
15202
//    |   - DockNodeUpdateForRootNode()
15203
//    |     - DockNodeUpdateFlagsAndCollapse()
15204
//    |     - DockNodeFindInfo()
15205
//    |   - destroy unused node or tab bar
15206
//    |   - create dock node host window
15207
//    |      - Begin() etc.
15208
//    |   - DockNodeStartMouseMovingWindow()
15209
//    |   - DockNodeTreeUpdatePosSize()
15210
//    |   - DockNodeTreeUpdateSplitter()
15211
//    |   - draw node background
15212
//    |   - DockNodeUpdateTabBar()            - create/update tab bar for a docking node
15213
//    |     - DockNodeAddTabBar()
15214
//    |     - DockNodeWindowMenuUpdate()
15215
//    |     - DockNodeCalcTabBarLayout()
15216
//    |     - BeginTabBarEx()
15217
//    |     - TabItemEx() calls
15218
//    |     - EndTabBar()
15219
//    |   - BeginDockableDragDropTarget()
15220
//    |      - DockNodeUpdate()               - recurse into child nodes...
15221
//-----------------------------------------------------------------------------
15222
// - DockSpace()                              user submit a dockspace into a window
15223
//    | Begin(Child)                          - create a child window
15224
//    | DockNodeUpdate()                      - call main dock node update function
15225
//    | End(Child)
15226
//    | ItemSize()
15227
//-----------------------------------------------------------------------------
15228
// - Begin()
15229
//    | BeginDocked()
15230
//    | BeginDockableDragDropSource()
15231
//    | BeginDockableDragDropTarget()
15232
//    | - DockNodePreviewDockRender()
15233
//-----------------------------------------------------------------------------
15234
// - EndFrame()
15235
//    | DockContextEndFrame()
15236
//-----------------------------------------------------------------------------
15237
15238
//-----------------------------------------------------------------------------
15239
// Docking: Internal Types
15240
//-----------------------------------------------------------------------------
15241
// - ImGuiDockRequestType
15242
// - ImGuiDockRequest
15243
// - ImGuiDockPreviewData
15244
// - ImGuiDockNodeSettings
15245
// - ImGuiDockContext
15246
//-----------------------------------------------------------------------------
15247
15248
enum ImGuiDockRequestType
15249
{
15250
    ImGuiDockRequestType_None = 0,
15251
    ImGuiDockRequestType_Dock,
15252
    ImGuiDockRequestType_Undock,
15253
    ImGuiDockRequestType_Split                  // Split is the same as Dock but without a DockPayload
15254
};
15255
15256
struct ImGuiDockRequest
15257
{
15258
    ImGuiDockRequestType    Type;
15259
    ImGuiWindow*            DockTargetWindow;   // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL)
15260
    ImGuiDockNode*          DockTargetNode;     // Destination/Target Node to dock into
15261
    ImGuiWindow*            DockPayload;        // Source/Payload window to dock (may be a loose window or a DockNode), [Optional]
15262
    ImGuiDir                DockSplitDir;
15263
    float                   DockSplitRatio;
15264
    bool                    DockSplitOuter;
15265
    ImGuiWindow*            UndockTargetWindow;
15266
    ImGuiDockNode*          UndockTargetNode;
15267
15268
    ImGuiDockRequest()
15269
0
    {
15270
0
        Type = ImGuiDockRequestType_None;
15271
0
        DockTargetWindow = DockPayload = UndockTargetWindow = NULL;
15272
0
        DockTargetNode = UndockTargetNode = NULL;
15273
0
        DockSplitDir = ImGuiDir_None;
15274
0
        DockSplitRatio = 0.5f;
15275
0
        DockSplitOuter = false;
15276
0
    }
15277
};
15278
15279
struct ImGuiDockPreviewData
15280
{
15281
    ImGuiDockNode   FutureNode;
15282
    bool            IsDropAllowed;
15283
    bool            IsCenterAvailable;
15284
    bool            IsSidesAvailable;           // Hold your breath, grammar freaks..
15285
    bool            IsSplitDirExplicit;         // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window)
15286
    ImGuiDockNode*  SplitNode;
15287
    ImGuiDir        SplitDir;
15288
    float           SplitRatio;
15289
    ImRect          DropRectsDraw[ImGuiDir_COUNT + 1];  // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects()
15290
15291
0
    ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); }
15292
};
15293
15294
// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes)
15295
struct ImGuiDockNodeSettings
15296
{
15297
    ImGuiID             ID;
15298
    ImGuiID             ParentNodeId;
15299
    ImGuiID             ParentWindowId;
15300
    ImGuiID             SelectedTabId;
15301
    signed char         SplitAxis;
15302
    char                Depth;
15303
    ImGuiDockNodeFlags  Flags;                  // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_)
15304
    ImVec2ih            Pos;
15305
    ImVec2ih            Size;
15306
    ImVec2ih            SizeRef;
15307
0
    ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; }
15308
};
15309
15310
//-----------------------------------------------------------------------------
15311
// Docking: Forward Declarations
15312
//-----------------------------------------------------------------------------
15313
15314
namespace ImGui
15315
{
15316
    // ImGuiDockContext
15317
    static ImGuiDockNode*   DockContextAddNode(ImGuiContext* ctx, ImGuiID id);
15318
    static void             DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node);
15319
    static void             DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node);
15320
    static void             DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req);
15321
    static void             DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx);
15322
    static ImGuiDockNode*   DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window);
15323
    static void             DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count);
15324
    static void             DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id);                            // Use root_id==0 to add all
15325
15326
    // ImGuiDockNode
15327
    static void             DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar);
15328
    static void             DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
15329
    static void             DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
15330
    static ImGuiWindow*     DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id);
15331
    static void             DockNodeApplyPosSizeToWindows(ImGuiDockNode* node);
15332
    static void             DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id);
15333
    static void             DockNodeHideHostWindow(ImGuiDockNode* node);
15334
    static void             DockNodeUpdate(ImGuiDockNode* node);
15335
    static void             DockNodeUpdateForRootNode(ImGuiDockNode* node);
15336
    static void             DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node);
15337
    static void             DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node);
15338
    static void             DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window);
15339
    static void             DockNodeAddTabBar(ImGuiDockNode* node);
15340
    static void             DockNodeRemoveTabBar(ImGuiDockNode* node);
15341
    static void             DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar);
15342
    static void             DockNodeUpdateVisibleFlag(ImGuiDockNode* node);
15343
    static void             DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window);
15344
    static bool             DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window);
15345
    static void             DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking);
15346
    static void             DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data);
15347
    static void             DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos);
15348
    static void             DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired);
15349
    static bool             DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos);
15350
0
    static const char*      DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; }
15351
    static int              DockNodeGetTabOrder(ImGuiWindow* window);
15352
15353
    // ImGuiDockNode tree manipulations
15354
    static void             DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node);
15355
    static void             DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child);
15356
    static void             DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL);
15357
    static void             DockNodeTreeUpdateSplitter(ImGuiDockNode* node);
15358
    static ImGuiDockNode*   DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos);
15359
    static ImGuiDockNode*   DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node);
15360
15361
    // Settings
15362
    static void             DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id);
15363
    static void             DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count);
15364
    static ImGuiDockNodeSettings*   DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id);
15365
    static void             DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
15366
    static void             DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
15367
    static void*            DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
15368
    static void             DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
15369
    static void             DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf);
15370
}
15371
15372
//-----------------------------------------------------------------------------
15373
// Docking: ImGuiDockContext
15374
//-----------------------------------------------------------------------------
15375
// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings,
15376
// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active.
15377
// At boot time only, we run a simple GC to remove nodes that have no references.
15378
// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures),
15379
// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does).
15380
// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data.
15381
//-----------------------------------------------------------------------------
15382
// - DockContextInitialize()
15383
// - DockContextShutdown()
15384
// - DockContextClearNodes()
15385
// - DockContextRebuildNodes()
15386
// - DockContextNewFrameUpdateUndocking()
15387
// - DockContextNewFrameUpdateDocking()
15388
// - DockContextEndFrame()
15389
// - DockContextFindNodeByID()
15390
// - DockContextBindNodeToWindow()
15391
// - DockContextGenNodeID()
15392
// - DockContextAddNode()
15393
// - DockContextRemoveNode()
15394
// - ImGuiDockContextPruneNodeData
15395
// - DockContextPruneUnusedSettingsNodes()
15396
// - DockContextBuildNodesFromSettings()
15397
// - DockContextBuildAddWindowsToNodes()
15398
//-----------------------------------------------------------------------------
15399
15400
void ImGui::DockContextInitialize(ImGuiContext* ctx)
15401
0
{
15402
0
    ImGuiContext& g = *ctx;
15403
15404
    // Add .ini handle for persistent docking data
15405
0
    ImGuiSettingsHandler ini_handler;
15406
0
    ini_handler.TypeName = "Docking";
15407
0
    ini_handler.TypeHash = ImHashStr("Docking");
15408
0
    ini_handler.ClearAllFn = DockSettingsHandler_ClearAll;
15409
0
    ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read
15410
0
    ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen;
15411
0
    ini_handler.ReadLineFn = DockSettingsHandler_ReadLine;
15412
0
    ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll;
15413
0
    ini_handler.WriteAllFn = DockSettingsHandler_WriteAll;
15414
0
    g.SettingsHandlers.push_back(ini_handler);
15415
15416
0
    g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default;
15417
0
}
15418
15419
void ImGui::DockContextShutdown(ImGuiContext* ctx)
15420
0
{
15421
0
    ImGuiDockContext* dc = &ctx->DockContext;
15422
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15423
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15424
0
            IM_DELETE(node);
15425
0
}
15426
15427
void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs)
15428
0
{
15429
0
    IM_UNUSED(ctx);
15430
0
    IM_ASSERT(ctx == GImGui);
15431
0
    DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs);
15432
0
    DockBuilderRemoveNodeChildNodes(root_id);
15433
0
}
15434
15435
// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch
15436
// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!)
15437
void ImGui::DockContextRebuildNodes(ImGuiContext* ctx)
15438
0
{
15439
0
    ImGuiContext& g = *ctx;
15440
0
    ImGuiDockContext* dc = &ctx->DockContext;
15441
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n");
15442
0
    SaveIniSettingsToMemory();
15443
0
    ImGuiID root_id = 0; // Rebuild all
15444
0
    DockContextClearNodes(ctx, root_id, false);
15445
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
15446
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
15447
0
}
15448
15449
// Docking context update function, called by NewFrame()
15450
void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx)
15451
0
{
15452
0
    ImGuiContext& g = *ctx;
15453
0
    ImGuiDockContext* dc = &ctx->DockContext;
15454
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15455
0
    {
15456
0
        if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0)
15457
0
            DockContextClearNodes(ctx, 0, true);
15458
0
        return;
15459
0
    }
15460
15461
    // Setting NoSplit at runtime merges all nodes
15462
0
    if (g.IO.ConfigDockingNoSplit)
15463
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
15464
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15465
0
                if (node->IsRootNode() && node->IsSplitNode())
15466
0
                {
15467
0
                    DockBuilderRemoveNodeChildNodes(node->ID);
15468
                    //dc->WantFullRebuild = true;
15469
0
                }
15470
15471
    // Process full rebuild
15472
#if 0
15473
    if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C)))
15474
        dc->WantFullRebuild = true;
15475
#endif
15476
0
    if (dc->WantFullRebuild)
15477
0
    {
15478
0
        DockContextRebuildNodes(ctx);
15479
0
        dc->WantFullRebuild = false;
15480
0
    }
15481
15482
    // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame)
15483
0
    for (ImGuiDockRequest& req : dc->Requests)
15484
0
    {
15485
0
        if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetWindow)
15486
0
            DockContextProcessUndockWindow(ctx, req.UndockTargetWindow);
15487
0
        else if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetNode)
15488
0
            DockContextProcessUndockNode(ctx, req.UndockTargetNode);
15489
0
    }
15490
0
}
15491
15492
// Docking context update function, called by NewFrame()
15493
void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx)
15494
0
{
15495
0
    ImGuiContext& g = *ctx;
15496
0
    ImGuiDockContext* dc = &ctx->DockContext;
15497
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15498
0
        return;
15499
15500
    // [DEBUG] Store hovered dock node.
15501
    // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut.
15502
    // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering.
15503
0
    g.DebugHoveredDockNode = NULL;
15504
0
    if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow)
15505
0
    {
15506
0
        if (hovered_window->DockNodeAsHost)
15507
0
            g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos);
15508
0
        else if (hovered_window->RootWindow->DockNode)
15509
0
            g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode;
15510
0
    }
15511
15512
    // Process Docking requests
15513
0
    for (ImGuiDockRequest& req : dc->Requests)
15514
0
        if (req.Type == ImGuiDockRequestType_Dock)
15515
0
            DockContextProcessDock(ctx, &req);
15516
0
    dc->Requests.resize(0);
15517
15518
    // Create windows for each automatic docking nodes
15519
    // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high)
15520
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15521
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15522
0
            if (node->IsFloatingNode())
15523
0
                DockNodeUpdate(node);
15524
0
}
15525
15526
void ImGui::DockContextEndFrame(ImGuiContext* ctx)
15527
0
{
15528
    // Draw backgrounds of node missing their window
15529
0
    ImGuiContext& g = *ctx;
15530
0
    ImGuiDockContext* dc = &g.DockContext;
15531
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15532
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15533
0
            if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame)
15534
0
            {
15535
0
                ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size);
15536
0
                ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSeparatorSize);
15537
0
                node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
15538
0
                node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags);
15539
0
            }
15540
0
}
15541
15542
ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id)
15543
0
{
15544
0
    return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id);
15545
0
}
15546
15547
ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx)
15548
0
{
15549
    // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used)
15550
    // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0
15551
    // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted.
15552
0
    ImGuiID id = 0x0001;
15553
0
    while (DockContextFindNodeByID(ctx, id) != NULL)
15554
0
        id++;
15555
0
    return id;
15556
0
}
15557
15558
static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id)
15559
0
{
15560
    // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window.
15561
0
    ImGuiContext& g = *ctx;
15562
0
    if (id == 0)
15563
0
        id = DockContextGenNodeID(ctx);
15564
0
    else
15565
0
        IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL);
15566
15567
    // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings!
15568
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id);
15569
0
    ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id);
15570
0
    ctx->DockContext.Nodes.SetVoidPtr(node->ID, node);
15571
0
    return node;
15572
0
}
15573
15574
static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node)
15575
0
{
15576
0
    ImGuiContext& g = *ctx;
15577
0
    ImGuiDockContext* dc = &ctx->DockContext;
15578
15579
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID);
15580
0
    IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node);
15581
0
    IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL);
15582
0
    IM_ASSERT(node->Windows.Size == 0);
15583
15584
0
    if (node->HostWindow)
15585
0
        node->HostWindow->DockNodeAsHost = NULL;
15586
15587
0
    ImGuiDockNode* parent_node = node->ParentNode;
15588
0
    const bool merge = (merge_sibling_into_parent_node && parent_node != NULL);
15589
0
    if (merge)
15590
0
    {
15591
0
        IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node);
15592
0
        ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]);
15593
0
        DockNodeTreeMerge(&g, parent_node, sibling_node);
15594
0
    }
15595
0
    else
15596
0
    {
15597
0
        for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++)
15598
0
            if (parent_node->ChildNodes[n] == node)
15599
0
                node->ParentNode->ChildNodes[n] = NULL;
15600
0
        dc->Nodes.SetVoidPtr(node->ID, NULL);
15601
0
        IM_DELETE(node);
15602
0
    }
15603
0
}
15604
15605
static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs)
15606
0
{
15607
0
    const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs;
15608
0
    const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs;
15609
0
    return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a);
15610
0
}
15611
15612
// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here.
15613
struct ImGuiDockContextPruneNodeData
15614
{
15615
    int         CountWindows, CountChildWindows, CountChildNodes;
15616
    ImGuiID     RootId;
15617
0
    ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; }
15618
};
15619
15620
// Garbage collect unused nodes (run once at init time)
15621
static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx)
15622
0
{
15623
0
    ImGuiContext& g = *ctx;
15624
0
    ImGuiDockContext* dc = &ctx->DockContext;
15625
0
    IM_ASSERT(g.Windows.Size == 0);
15626
15627
0
    ImPool<ImGuiDockContextPruneNodeData> pool;
15628
0
    pool.Reserve(dc->NodesSettings.Size);
15629
15630
    // Count child nodes and compute RootID
15631
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15632
0
    {
15633
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15634
0
        ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0;
15635
0
        pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID;
15636
0
        if (settings->ParentNodeId)
15637
0
            pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++;
15638
0
    }
15639
15640
    // Count reference to dock ids from dockspaces
15641
    // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes()
15642
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15643
0
    {
15644
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15645
0
        if (settings->ParentWindowId != 0)
15646
0
            if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId))
15647
0
                if (window_settings->DockId)
15648
0
                    if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId))
15649
0
                        data->CountChildNodes++;
15650
0
    }
15651
15652
    // Count reference to dock ids from window settings
15653
    // We guard against the possibility of an invalid .ini file (RootID may point to a missing node)
15654
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
15655
0
        if (ImGuiID dock_id = settings->DockId)
15656
0
            if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id))
15657
0
            {
15658
0
                data->CountWindows++;
15659
0
                if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId))
15660
0
                    data_root->CountChildWindows++;
15661
0
            }
15662
15663
    // Prune
15664
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15665
0
    {
15666
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15667
0
        ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID);
15668
0
        if (data->CountWindows > 1)
15669
0
            continue;
15670
0
        ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId);
15671
15672
0
        bool remove = false;
15673
0
        remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode));  // Floating root node with only 1 window
15674
0
        remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window
15675
0
        remove |= (data_root->CountChildWindows == 0);
15676
0
        if (remove)
15677
0
        {
15678
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID);
15679
0
            DockSettingsRemoveNodeReferences(&settings->ID, 1);
15680
0
            settings->ID = 0;
15681
0
        }
15682
0
    }
15683
0
}
15684
15685
static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count)
15686
0
{
15687
    // Build nodes
15688
0
    for (int node_n = 0; node_n < node_settings_count; node_n++)
15689
0
    {
15690
0
        ImGuiDockNodeSettings* settings = &node_settings_array[node_n];
15691
0
        if (settings->ID == 0)
15692
0
            continue;
15693
0
        ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID);
15694
0
        node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL;
15695
0
        node->Pos = ImVec2(settings->Pos.x, settings->Pos.y);
15696
0
        node->Size = ImVec2(settings->Size.x, settings->Size.y);
15697
0
        node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y);
15698
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode;
15699
0
        if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL)
15700
0
            node->ParentNode->ChildNodes[0] = node;
15701
0
        else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL)
15702
0
            node->ParentNode->ChildNodes[1] = node;
15703
0
        node->SelectedTabId = settings->SelectedTabId;
15704
0
        node->SplitAxis = (ImGuiAxis)settings->SplitAxis;
15705
0
        node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_);
15706
15707
        // Bind host window immediately if it already exist (in case of a rebuild)
15708
        // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set.
15709
0
        char host_window_title[20];
15710
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
15711
0
        node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title)));
15712
0
    }
15713
0
}
15714
15715
void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id)
15716
0
{
15717
    // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame)
15718
0
    ImGuiContext& g = *ctx;
15719
0
    for (ImGuiWindow* window : g.Windows)
15720
0
    {
15721
0
        if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1)
15722
0
            continue;
15723
0
        if (window->DockNode != NULL)
15724
0
            continue;
15725
15726
0
        ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
15727
0
        IM_ASSERT(node != NULL);   // This should have been called after DockContextBuildNodesFromSettings()
15728
0
        if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id)
15729
0
            DockNodeAddWindow(node, window, true);
15730
0
    }
15731
0
}
15732
15733
//-----------------------------------------------------------------------------
15734
// Docking: ImGuiDockContext Docking/Undocking functions
15735
//-----------------------------------------------------------------------------
15736
// - DockContextQueueDock()
15737
// - DockContextQueueUndockWindow()
15738
// - DockContextQueueUndockNode()
15739
// - DockContextQueueNotifyRemovedNode()
15740
// - DockContextProcessDock()
15741
// - DockContextProcessUndockWindow()
15742
// - DockContextProcessUndockNode()
15743
// - DockContextCalcDropPosForDocking()
15744
//-----------------------------------------------------------------------------
15745
15746
void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer)
15747
0
{
15748
0
    IM_ASSERT(target != payload);
15749
0
    ImGuiDockRequest req;
15750
0
    req.Type = ImGuiDockRequestType_Dock;
15751
0
    req.DockTargetWindow = target;
15752
0
    req.DockTargetNode = target_node;
15753
0
    req.DockPayload = payload;
15754
0
    req.DockSplitDir = split_dir;
15755
0
    req.DockSplitRatio = split_ratio;
15756
0
    req.DockSplitOuter = split_outer;
15757
0
    ctx->DockContext.Requests.push_back(req);
15758
0
}
15759
15760
void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window)
15761
0
{
15762
0
    ImGuiDockRequest req;
15763
0
    req.Type = ImGuiDockRequestType_Undock;
15764
0
    req.UndockTargetWindow = window;
15765
0
    ctx->DockContext.Requests.push_back(req);
15766
0
}
15767
15768
void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15769
0
{
15770
0
    ImGuiDockRequest req;
15771
0
    req.Type = ImGuiDockRequestType_Undock;
15772
0
    req.UndockTargetNode = node;
15773
0
    ctx->DockContext.Requests.push_back(req);
15774
0
}
15775
15776
void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node)
15777
0
{
15778
0
    ImGuiDockContext* dc = &ctx->DockContext;
15779
0
    for (ImGuiDockRequest& req : dc->Requests)
15780
0
        if (req.DockTargetNode == node)
15781
0
            req.Type = ImGuiDockRequestType_None;
15782
0
}
15783
15784
void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
15785
0
{
15786
0
    IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL));
15787
0
    IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL);
15788
15789
0
    ImGuiContext& g = *ctx;
15790
0
    IM_UNUSED(g);
15791
15792
0
    ImGuiWindow* payload_window = req->DockPayload;     // Optional
15793
0
    ImGuiWindow* target_window = req->DockTargetWindow;
15794
0
    ImGuiDockNode* node = req->DockTargetNode;
15795
0
    if (payload_window)
15796
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir);
15797
0
    else
15798
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir);
15799
15800
    // Decide which Tab will be selected at the end of the operation
15801
0
    ImGuiID next_selected_id = 0;
15802
0
    ImGuiDockNode* payload_node = NULL;
15803
0
    if (payload_window)
15804
0
    {
15805
0
        payload_node = payload_window->DockNodeAsHost;
15806
0
        payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later.
15807
0
        if (payload_node && payload_node->IsLeafNode())
15808
0
            next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId;
15809
0
        if (payload_node == NULL)
15810
0
            next_selected_id = payload_window->TabId;
15811
0
    }
15812
15813
    // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well
15814
    // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==.
15815
0
    if (node)
15816
0
        IM_ASSERT(node->LastFrameAlive <= g.FrameCount);
15817
0
    if (node && target_window && node == target_window->DockNodeAsHost)
15818
0
        IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode());
15819
15820
    // Create new node and add existing window to it
15821
0
    if (node == NULL)
15822
0
    {
15823
0
        node = DockContextAddNode(ctx, 0);
15824
0
        node->Pos = target_window->Pos;
15825
0
        node->Size = target_window->Size;
15826
0
        if (target_window->DockNodeAsHost == NULL)
15827
0
        {
15828
0
            DockNodeAddWindow(node, target_window, true);
15829
0
            node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted;
15830
0
            target_window->DockIsActive = true;
15831
0
        }
15832
0
    }
15833
15834
0
    ImGuiDir split_dir = req->DockSplitDir;
15835
0
    if (split_dir != ImGuiDir_None)
15836
0
    {
15837
        // Split into two, one side will be our payload node unless we are dropping a loose window
15838
0
        const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
15839
0
        const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side
15840
0
        const float split_ratio = req->DockSplitRatio;
15841
0
        DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node);  // payload_node may be NULL here!
15842
0
        ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1];
15843
0
        new_node->HostWindow = node->HostWindow;
15844
0
        node = new_node;
15845
0
    }
15846
0
    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
15847
15848
0
    if (node != payload_node)
15849
0
    {
15850
        // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!)
15851
0
        if (node->Windows.Size > 0 && node->TabBar == NULL)
15852
0
        {
15853
0
            DockNodeAddTabBar(node);
15854
0
            for (int n = 0; n < node->Windows.Size; n++)
15855
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
15856
0
        }
15857
15858
0
        if (payload_node != NULL)
15859
0
        {
15860
            // Transfer full payload node (with 1+ child windows or child nodes)
15861
0
            if (payload_node->IsSplitNode())
15862
0
            {
15863
0
                if (node->Windows.Size > 0)
15864
0
                {
15865
                    // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node.
15866
                    // In this situation, we move the windows of the target node into the currently visible node of the payload.
15867
                    // This allows us to preserve some of the underlying dock tree settings nicely.
15868
0
                    IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted.
15869
0
                    ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows;
15870
0
                    if (visible_node->TabBar)
15871
0
                        IM_ASSERT(visible_node->TabBar->Tabs.Size > 0);
15872
0
                    DockNodeMoveWindows(node, visible_node);
15873
0
                    DockNodeMoveWindows(visible_node, node);
15874
0
                    DockSettingsRenameNodeReferences(node->ID, visible_node->ID);
15875
0
                }
15876
0
                if (node->IsCentralNode())
15877
0
                {
15878
                    // Central node property needs to be moved to a leaf node, pick the last focused one.
15879
                    // FIXME-DOCK: If we had to transfer other flags here, what would the policy be?
15880
0
                    ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId);
15881
0
                    IM_ASSERT(last_focused_node != NULL);
15882
0
                    ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node);
15883
0
                    IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node));
15884
0
                    last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
15885
0
                    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode);
15886
0
                    last_focused_root_node->CentralNode = last_focused_node;
15887
0
                }
15888
15889
0
                IM_ASSERT(node->Windows.Size == 0);
15890
0
                DockNodeMoveChildNodes(node, payload_node);
15891
0
            }
15892
0
            else
15893
0
            {
15894
0
                const ImGuiID payload_dock_id = payload_node->ID;
15895
0
                DockNodeMoveWindows(node, payload_node);
15896
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15897
0
            }
15898
0
            DockContextRemoveNode(ctx, payload_node, true);
15899
0
        }
15900
0
        else if (payload_window)
15901
0
        {
15902
            // Transfer single window
15903
0
            const ImGuiID payload_dock_id = payload_window->DockId;
15904
0
            node->VisibleWindow = payload_window;
15905
0
            DockNodeAddWindow(node, payload_window, true);
15906
0
            if (payload_dock_id != 0)
15907
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15908
0
        }
15909
0
    }
15910
0
    else
15911
0
    {
15912
        // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar
15913
0
        node->WantHiddenTabBarUpdate = true;
15914
0
    }
15915
15916
    // Update selection immediately
15917
0
    if (ImGuiTabBar* tab_bar = node->TabBar)
15918
0
        tab_bar->NextSelectedTabId = next_selected_id;
15919
0
    MarkIniSettingsDirty();
15920
0
}
15921
15922
// Problem:
15923
//   Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more
15924
//   than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic
15925
//   with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be
15926
//   due to missing ImGuiBackendFlags_HasMouseCursors backend flag).
15927
// Solution:
15928
//   When undocking a window we currently force its maximum size to 90% of the host viewport or monitor.
15929
// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch).
15930
static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport)
15931
0
{
15932
0
    if (ref_viewport == NULL)
15933
0
        return size;
15934
15935
0
    ImGuiContext& g = *GImGui;
15936
0
    ImVec2 max_size = ImTrunc(ref_viewport->WorkSize * 0.90f);
15937
0
    if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
15938
0
    {
15939
0
        const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport);
15940
0
        max_size = ImTrunc(monitor->WorkSize * 0.90f);
15941
0
    }
15942
0
    return ImMin(size, max_size);
15943
0
}
15944
15945
void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref)
15946
0
{
15947
0
    ImGuiContext& g = *ctx;
15948
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref);
15949
0
    if (window->DockNode)
15950
0
        DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId);
15951
0
    else
15952
0
        window->DockId = 0;
15953
0
    window->Collapsed = false;
15954
0
    window->DockIsActive = false;
15955
0
    window->DockNodeIsVisible = window->DockTabIsVisible = false;
15956
0
    window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport);
15957
15958
0
    MarkIniSettingsDirty();
15959
0
}
15960
15961
void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15962
0
{
15963
0
    ImGuiContext& g = *ctx;
15964
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID);
15965
0
    IM_ASSERT(node->IsLeafNode());
15966
0
    IM_ASSERT(node->Windows.Size >= 1);
15967
15968
0
    if (node->IsRootNode() || node->IsCentralNode())
15969
0
    {
15970
        // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload.
15971
0
        ImGuiDockNode* new_node = DockContextAddNode(ctx, 0);
15972
0
        new_node->Pos = node->Pos;
15973
0
        new_node->Size = node->Size;
15974
0
        new_node->SizeRef = node->SizeRef;
15975
0
        DockNodeMoveWindows(new_node, node);
15976
0
        DockSettingsRenameNodeReferences(node->ID, new_node->ID);
15977
0
        node = new_node;
15978
0
    }
15979
0
    else
15980
0
    {
15981
        // Otherwise extract our node and merge our sibling back into the parent node.
15982
0
        IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
15983
0
        int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1;
15984
0
        node->ParentNode->ChildNodes[index_in_parent] = NULL;
15985
0
        DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]);
15986
0
        node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport
15987
0
        node->ParentNode = NULL;
15988
0
    }
15989
0
    for (ImGuiWindow* window : node->Windows)
15990
0
    {
15991
0
        window->Flags &= ~ImGuiWindowFlags_ChildWindow;
15992
0
        if (window->ParentWindow)
15993
0
            window->ParentWindow->DC.ChildWindows.find_erase(window);
15994
0
        UpdateWindowParentAndRootLinks(window, window->Flags, NULL);
15995
0
    }
15996
0
    node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode;
15997
0
    node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport);
15998
0
    node->WantMouseMove = true;
15999
0
    MarkIniSettingsDirty();
16000
0
}
16001
16002
// This is mostly used for automation.
16003
bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos)
16004
0
{
16005
0
    if (target != NULL && target_node == NULL)
16006
0
        target_node = target->DockNode;
16007
16008
    // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects
16009
    // (which would be functionally identical) we only show the outer one. Reflect this here.
16010
0
    if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None)
16011
0
        split_outer = true;
16012
0
    ImGuiDockPreviewData split_data;
16013
0
    DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer);
16014
0
    if (split_data.DropRectsDraw[split_dir+1].IsInverted())
16015
0
        return false;
16016
0
    *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter();
16017
0
    return true;
16018
0
}
16019
16020
//-----------------------------------------------------------------------------
16021
// Docking: ImGuiDockNode
16022
//-----------------------------------------------------------------------------
16023
// - DockNodeGetTabOrder()
16024
// - DockNodeAddWindow()
16025
// - DockNodeRemoveWindow()
16026
// - DockNodeMoveChildNodes()
16027
// - DockNodeMoveWindows()
16028
// - DockNodeApplyPosSizeToWindows()
16029
// - DockNodeHideHostWindow()
16030
// - ImGuiDockNodeFindInfoResults
16031
// - DockNodeFindInfo()
16032
// - DockNodeFindWindowByID()
16033
// - DockNodeUpdateFlagsAndCollapse()
16034
// - DockNodeUpdateHasCentralNodeFlag()
16035
// - DockNodeUpdateVisibleFlag()
16036
// - DockNodeStartMouseMovingWindow()
16037
// - DockNodeUpdate()
16038
// - DockNodeUpdateWindowMenu()
16039
// - DockNodeBeginAmendTabBar()
16040
// - DockNodeEndAmendTabBar()
16041
// - DockNodeUpdateTabBar()
16042
// - DockNodeAddTabBar()
16043
// - DockNodeRemoveTabBar()
16044
// - DockNodeIsDropAllowedOne()
16045
// - DockNodeIsDropAllowed()
16046
// - DockNodeCalcTabBarLayout()
16047
// - DockNodeCalcSplitRects()
16048
// - DockNodeCalcDropRectsAndTestMousePos()
16049
// - DockNodePreviewDockSetup()
16050
// - DockNodePreviewDockRender()
16051
//-----------------------------------------------------------------------------
16052
16053
ImGuiDockNode::ImGuiDockNode(ImGuiID id)
16054
0
{
16055
0
    ID = id;
16056
0
    SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None;
16057
0
    ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
16058
0
    TabBar = NULL;
16059
0
    SplitAxis = ImGuiAxis_None;
16060
16061
0
    State = ImGuiDockNodeState_Unknown;
16062
0
    LastBgColor = IM_COL32_WHITE;
16063
0
    HostWindow = VisibleWindow = NULL;
16064
0
    CentralNode = OnlyNodeWithWindows = NULL;
16065
0
    CountNodeWithWindows = 0;
16066
0
    LastFrameAlive = LastFrameActive = LastFrameFocused = -1;
16067
0
    LastFocusedNodeId = 0;
16068
0
    SelectedTabId = 0;
16069
0
    WantCloseTabId = 0;
16070
0
    RefViewportId = 0;
16071
0
    AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode;
16072
0
    AuthorityForViewport = ImGuiDataAuthority_Auto;
16073
0
    IsVisible = true;
16074
0
    IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false;
16075
0
    IsBgDrawnThisFrame = false;
16076
0
    WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false;
16077
0
}
16078
16079
ImGuiDockNode::~ImGuiDockNode()
16080
0
{
16081
0
    IM_DELETE(TabBar);
16082
0
    TabBar = NULL;
16083
0
    ChildNodes[0] = ChildNodes[1] = NULL;
16084
0
}
16085
16086
int ImGui::DockNodeGetTabOrder(ImGuiWindow* window)
16087
0
{
16088
0
    ImGuiTabBar* tab_bar = window->DockNode->TabBar;
16089
0
    if (tab_bar == NULL)
16090
0
        return -1;
16091
0
    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId);
16092
0
    return tab ? TabBarGetTabOrder(tab_bar, tab) : -1;
16093
0
}
16094
16095
static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window)
16096
0
{
16097
0
    window->Hidden = true;
16098
0
    window->HiddenFramesCanSkipItems = window->Active ? 1 : 2;
16099
0
}
16100
16101
static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar)
16102
0
{
16103
0
    ImGuiContext& g = *GImGui; (void)g;
16104
0
    if (window->DockNode)
16105
0
    {
16106
        // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node)
16107
0
        IM_ASSERT(window->DockNode->ID != node->ID);
16108
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
16109
0
    }
16110
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL);
16111
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name);
16112
16113
    // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window,
16114
    // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame).
16115
    // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin()
16116
0
    if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false)
16117
0
        DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]);
16118
16119
0
    node->Windows.push_back(window);
16120
0
    node->WantHiddenTabBarUpdate = true;
16121
0
    window->DockNode = node;
16122
0
    window->DockId = node->ID;
16123
0
    window->DockIsActive = (node->Windows.Size > 1);
16124
0
    window->DockTabWantClose = false;
16125
16126
    // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage.
16127
    // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one.
16128
0
    if (node->HostWindow == NULL && node->IsFloatingNode())
16129
0
    {
16130
0
        if (node->AuthorityForPos == ImGuiDataAuthority_Auto)
16131
0
            node->AuthorityForPos = ImGuiDataAuthority_Window;
16132
0
        if (node->AuthorityForSize == ImGuiDataAuthority_Auto)
16133
0
            node->AuthorityForSize = ImGuiDataAuthority_Window;
16134
0
        if (node->AuthorityForViewport == ImGuiDataAuthority_Auto)
16135
0
            node->AuthorityForViewport = ImGuiDataAuthority_Window;
16136
0
    }
16137
16138
    // Add to tab bar if requested
16139
0
    if (add_to_tab_bar)
16140
0
    {
16141
0
        if (node->TabBar == NULL)
16142
0
        {
16143
0
            DockNodeAddTabBar(node);
16144
0
            node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId;
16145
16146
            // Add existing windows
16147
0
            for (int n = 0; n < node->Windows.Size - 1; n++)
16148
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
16149
0
        }
16150
0
        TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window);
16151
0
    }
16152
16153
0
    DockNodeUpdateVisibleFlag(node);
16154
16155
    // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame.
16156
0
    if (node->HostWindow)
16157
0
        UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow);
16158
0
}
16159
16160
static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id)
16161
0
{
16162
0
    ImGuiContext& g = *GImGui;
16163
0
    IM_ASSERT(window->DockNode == node);
16164
    //IM_ASSERT(window->RootWindowDockTree == node->HostWindow);
16165
    //IM_ASSERT(window->LastFrameActive < g.FrameCount);    // We may call this from Begin()
16166
0
    IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID);
16167
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name);
16168
16169
0
    window->DockNode = NULL;
16170
0
    window->DockIsActive = window->DockTabWantClose = false;
16171
0
    window->DockId = save_dock_id;
16172
0
    window->Flags &= ~ImGuiWindowFlags_ChildWindow;
16173
0
    if (window->ParentWindow)
16174
0
        window->ParentWindow->DC.ChildWindows.find_erase(window);
16175
0
    UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately
16176
16177
0
    if (node->HostWindow && node->HostWindow->ViewportOwned)
16178
0
    {
16179
        // When undocking from a user interaction this will always run in NewFrame() and have not much effect.
16180
        // But mid-frame, if we clear viewport we need to mark window as hidden as well.
16181
0
        window->Viewport = NULL;
16182
0
        window->ViewportId = 0;
16183
0
        window->ViewportOwned = false;
16184
0
        window->Hidden = true;
16185
0
    }
16186
16187
    // Remove window
16188
0
    bool erased = false;
16189
0
    for (int n = 0; n < node->Windows.Size; n++)
16190
0
        if (node->Windows[n] == window)
16191
0
        {
16192
0
            node->Windows.erase(node->Windows.Data + n);
16193
0
            erased = true;
16194
0
            break;
16195
0
        }
16196
0
    if (!erased)
16197
0
        IM_ASSERT(erased);
16198
0
    if (node->VisibleWindow == window)
16199
0
        node->VisibleWindow = NULL;
16200
16201
    // Remove tab and possibly tab bar
16202
0
    node->WantHiddenTabBarUpdate = true;
16203
0
    if (node->TabBar)
16204
0
    {
16205
0
        TabBarRemoveTab(node->TabBar, window->TabId);
16206
0
        const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2;
16207
0
        if (node->Windows.Size < tab_count_threshold_for_tab_bar)
16208
0
            DockNodeRemoveTabBar(node);
16209
0
    }
16210
16211
0
    if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID)
16212
0
    {
16213
        // Automatic dock node delete themselves if they are not holding at least one tab
16214
0
        DockContextRemoveNode(&g, node, true);
16215
0
        return;
16216
0
    }
16217
16218
0
    if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow)
16219
0
    {
16220
0
        ImGuiWindow* remaining_window = node->Windows[0];
16221
        // Note: we used to transport viewport ownership here.
16222
0
        remaining_window->Collapsed = node->HostWindow->Collapsed;
16223
0
    }
16224
16225
    // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree
16226
0
    DockNodeUpdateVisibleFlag(node);
16227
0
}
16228
16229
static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
16230
0
{
16231
0
    IM_ASSERT(dst_node->Windows.Size == 0);
16232
0
    dst_node->ChildNodes[0] = src_node->ChildNodes[0];
16233
0
    dst_node->ChildNodes[1] = src_node->ChildNodes[1];
16234
0
    if (dst_node->ChildNodes[0])
16235
0
        dst_node->ChildNodes[0]->ParentNode = dst_node;
16236
0
    if (dst_node->ChildNodes[1])
16237
0
        dst_node->ChildNodes[1]->ParentNode = dst_node;
16238
0
    dst_node->SplitAxis = src_node->SplitAxis;
16239
0
    dst_node->SizeRef = src_node->SizeRef;
16240
0
    src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL;
16241
0
}
16242
16243
static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
16244
0
{
16245
    // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered)
16246
0
    IM_ASSERT(src_node && dst_node && dst_node != src_node);
16247
0
    ImGuiTabBar* src_tab_bar = src_node->TabBar;
16248
0
    if (src_tab_bar != NULL)
16249
0
        IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size);
16250
16251
    // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.)
16252
0
    bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL);
16253
0
    if (move_tab_bar)
16254
0
    {
16255
0
        dst_node->TabBar = src_node->TabBar;
16256
0
        src_node->TabBar = NULL;
16257
0
    }
16258
16259
    // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar().
16260
0
    for (ImGuiWindow* window : src_node->Windows)
16261
0
    {
16262
0
        window->DockNode = NULL;
16263
0
        window->DockIsActive = false;
16264
0
        DockNodeAddWindow(dst_node, window, !move_tab_bar);
16265
0
    }
16266
0
    src_node->Windows.clear();
16267
16268
0
    if (!move_tab_bar && src_node->TabBar)
16269
0
    {
16270
0
        if (dst_node->TabBar)
16271
0
            dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId;
16272
0
        DockNodeRemoveTabBar(src_node);
16273
0
    }
16274
0
}
16275
16276
static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node)
16277
0
{
16278
0
    for (ImGuiWindow* window : node->Windows)
16279
0
    {
16280
0
        SetWindowPos(window, node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame
16281
0
        SetWindowSize(window, node->Size, ImGuiCond_Always);
16282
0
    }
16283
0
}
16284
16285
static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node)
16286
0
{
16287
0
    if (node->HostWindow)
16288
0
    {
16289
0
        if (node->HostWindow->DockNodeAsHost == node)
16290
0
            node->HostWindow->DockNodeAsHost = NULL;
16291
0
        node->HostWindow = NULL;
16292
0
    }
16293
16294
0
    if (node->Windows.Size == 1)
16295
0
    {
16296
0
        node->VisibleWindow = node->Windows[0];
16297
0
        node->Windows[0]->DockIsActive = false;
16298
0
    }
16299
16300
0
    if (node->TabBar)
16301
0
        DockNodeRemoveTabBar(node);
16302
0
}
16303
16304
// Search function called once by root node in DockNodeUpdate()
16305
struct ImGuiDockNodeTreeInfo
16306
{
16307
    ImGuiDockNode*      CentralNode;
16308
    ImGuiDockNode*      FirstNodeWithWindows;
16309
    int                 CountNodesWithWindows;
16310
    //ImGuiWindowClass  WindowClassForMerges;
16311
16312
0
    ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); }
16313
};
16314
16315
static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info)
16316
0
{
16317
0
    if (node->Windows.Size > 0)
16318
0
    {
16319
0
        if (info->FirstNodeWithWindows == NULL)
16320
0
            info->FirstNodeWithWindows = node;
16321
0
        info->CountNodesWithWindows++;
16322
0
    }
16323
0
    if (node->IsCentralNode())
16324
0
    {
16325
0
        IM_ASSERT(info->CentralNode == NULL); // Should be only one
16326
0
        IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this.");
16327
0
        info->CentralNode = node;
16328
0
    }
16329
0
    if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL)
16330
0
        return;
16331
0
    if (node->ChildNodes[0])
16332
0
        DockNodeFindInfo(node->ChildNodes[0], info);
16333
0
    if (node->ChildNodes[1])
16334
0
        DockNodeFindInfo(node->ChildNodes[1], info);
16335
0
}
16336
16337
static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id)
16338
0
{
16339
0
    IM_ASSERT(id != 0);
16340
0
    for (ImGuiWindow* window : node->Windows)
16341
0
        if (window->ID == id)
16342
0
            return window;
16343
0
    return NULL;
16344
0
}
16345
16346
// - Remove inactive windows/nodes.
16347
// - Update visibility flag.
16348
static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node)
16349
0
{
16350
0
    ImGuiContext& g = *GImGui;
16351
0
    IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
16352
16353
    // Inherit most flags
16354
0
    if (node->ParentNode)
16355
0
        node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
16356
16357
    // Recurse into children
16358
    // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'.
16359
    // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node'
16360
    // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless)
16361
0
    node->HasCentralNodeChild = false;
16362
0
    if (node->ChildNodes[0])
16363
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]);
16364
0
    if (node->ChildNodes[1])
16365
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]);
16366
16367
    // Remove inactive windows, collapse nodes
16368
    // Merge node flags overrides stored in windows
16369
0
    node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
16370
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16371
0
    {
16372
0
        ImGuiWindow* window = node->Windows[window_n];
16373
0
        IM_ASSERT(window->DockNode == node);
16374
16375
0
        bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
16376
0
        bool remove = false;
16377
0
        remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount);
16378
0
        remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument);  // Submit all _expected_ closure from last frame
16379
0
        remove |= (window->DockTabWantClose);
16380
0
        if (remove)
16381
0
        {
16382
0
            window->DockTabWantClose = false;
16383
0
            if (node->Windows.Size == 1 && !node->IsCentralNode())
16384
0
            {
16385
0
                DockNodeHideHostWindow(node);
16386
0
                node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
16387
0
                DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return
16388
0
                return;
16389
0
            }
16390
0
            DockNodeRemoveWindow(node, window, node->ID);
16391
0
            window_n--;
16392
0
            continue;
16393
0
        }
16394
16395
        // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this.
16396
        //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear;
16397
0
        node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet;
16398
0
    }
16399
0
    node->UpdateMergedFlags();
16400
16401
    // Auto-hide tab bar option
16402
0
    ImGuiDockNodeFlags node_flags = node->MergedFlags;
16403
0
    if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar())
16404
0
        node->WantHiddenTabBarToggle = true;
16405
0
    node->WantHiddenTabBarUpdate = false;
16406
16407
    // Cancel toggling if we know our tab bar is enforced to be hidden at all times
16408
0
    if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar))
16409
0
        node->WantHiddenTabBarToggle = false;
16410
16411
    // Apply toggles at a single point of the frame (here!)
16412
0
    if (node->Windows.Size > 1)
16413
0
        node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
16414
0
    else if (node->WantHiddenTabBarToggle)
16415
0
        node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar);
16416
0
    node->WantHiddenTabBarToggle = false;
16417
16418
0
    DockNodeUpdateVisibleFlag(node);
16419
0
}
16420
16421
// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames.
16422
static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node)
16423
0
{
16424
0
    node->HasCentralNodeChild = false;
16425
0
    if (node->ChildNodes[0])
16426
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]);
16427
0
    if (node->ChildNodes[1])
16428
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]);
16429
0
    if (node->IsRootNode())
16430
0
    {
16431
0
        ImGuiDockNode* mark_node = node->CentralNode;
16432
0
        while (mark_node)
16433
0
        {
16434
0
            mark_node->HasCentralNodeChild = true;
16435
0
            mark_node = mark_node->ParentNode;
16436
0
        }
16437
0
    }
16438
0
}
16439
16440
static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node)
16441
0
{
16442
    // Update visibility flag
16443
0
    bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode();
16444
0
    is_visible |= (node->Windows.Size > 0);
16445
0
    is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible);
16446
0
    is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible);
16447
0
    node->IsVisible = is_visible;
16448
0
}
16449
16450
static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window)
16451
0
{
16452
0
    ImGuiContext& g = *GImGui;
16453
0
    IM_ASSERT(node->WantMouseMove == true);
16454
0
    StartMouseMovingWindow(window);
16455
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos;
16456
0
    g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision.
16457
0
    node->WantMouseMove = false;
16458
0
}
16459
16460
// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class.
16461
static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node)
16462
0
{
16463
0
    DockNodeUpdateFlagsAndCollapse(node);
16464
16465
    // - Setup central node pointers
16466
    // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!)
16467
    // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing
16468
0
    ImGuiDockNodeTreeInfo info;
16469
0
    DockNodeFindInfo(node, &info);
16470
0
    node->CentralNode = info.CentralNode;
16471
0
    node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL;
16472
0
    node->CountNodeWithWindows = info.CountNodesWithWindows;
16473
0
    if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL)
16474
0
        node->LastFocusedNodeId = info.FirstNodeWithWindows->ID;
16475
16476
    // Copy the window class from of our first window so it can be used for proper dock filtering.
16477
    // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy.
16478
    // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec.
16479
0
    if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows)
16480
0
    {
16481
0
        node->WindowClass = first_node_with_windows->Windows[0]->WindowClass;
16482
0
        for (int n = 1; n < first_node_with_windows->Windows.Size; n++)
16483
0
            if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false)
16484
0
            {
16485
0
                node->WindowClass = first_node_with_windows->Windows[n]->WindowClass;
16486
0
                break;
16487
0
            }
16488
0
    }
16489
16490
0
    ImGuiDockNode* mark_node = node->CentralNode;
16491
0
    while (mark_node)
16492
0
    {
16493
0
        mark_node->HasCentralNodeChild = true;
16494
0
        mark_node = mark_node->ParentNode;
16495
0
    }
16496
0
}
16497
16498
static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window)
16499
0
{
16500
    // Remove ourselves from any previous different host window
16501
    // This can happen if a user mistakenly does (see #4295 for details):
16502
    //  - N+0: DockBuilderAddNode(id, 0)    // missing ImGuiDockNodeFlags_DockSpace
16503
    //  - N+1: NewFrame()                   // will create floating host window for that node
16504
    //  - N+1: DockSpace(id)                // requalify node as dockspace, moving host window
16505
0
    if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node)
16506
0
        node->HostWindow->DockNodeAsHost = NULL;
16507
16508
0
    host_window->DockNodeAsHost = node;
16509
0
    node->HostWindow = host_window;
16510
0
}
16511
16512
static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
16513
0
{
16514
0
    ImGuiContext& g = *GImGui;
16515
0
    IM_ASSERT(node->LastFrameActive != g.FrameCount);
16516
0
    node->LastFrameAlive = g.FrameCount;
16517
0
    node->IsBgDrawnThisFrame = false;
16518
16519
0
    node->CentralNode = node->OnlyNodeWithWindows = NULL;
16520
0
    if (node->IsRootNode())
16521
0
        DockNodeUpdateForRootNode(node);
16522
16523
    // Remove tab bar if not needed
16524
0
    if (node->TabBar && node->IsNoTabBar())
16525
0
        DockNodeRemoveTabBar(node);
16526
16527
    // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId)
16528
0
    bool want_to_hide_host_window = false;
16529
0
    if (node->IsFloatingNode())
16530
0
    {
16531
0
        if (node->Windows.Size <= 1 && node->IsLeafNode())
16532
0
            if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar))
16533
0
                want_to_hide_host_window = true;
16534
0
        if (node->CountNodeWithWindows == 0)
16535
0
            want_to_hide_host_window = true;
16536
0
    }
16537
0
    if (want_to_hide_host_window)
16538
0
    {
16539
0
        if (node->Windows.Size == 1)
16540
0
        {
16541
            // Floating window pos/size is authoritative
16542
0
            ImGuiWindow* single_window = node->Windows[0];
16543
0
            node->Pos = single_window->Pos;
16544
0
            node->Size = single_window->SizeFull;
16545
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
16546
16547
            // Transfer focus immediately so when we revert to a regular window it is immediately selected
16548
0
            if (node->HostWindow && g.NavWindow == node->HostWindow)
16549
0
                FocusWindow(single_window);
16550
0
            if (node->HostWindow)
16551
0
            {
16552
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X->%08X to Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, single_window->ID, single_window->Name);
16553
0
                single_window->Viewport = node->HostWindow->Viewport;
16554
0
                single_window->ViewportId = node->HostWindow->ViewportId;
16555
0
                if (node->HostWindow->ViewportOwned)
16556
0
                {
16557
0
                    single_window->Viewport->ID = single_window->ID;
16558
0
                    single_window->Viewport->Window = single_window;
16559
0
                    single_window->ViewportOwned = true;
16560
0
                }
16561
0
            }
16562
0
            node->RefViewportId = single_window->ViewportId;
16563
0
        }
16564
16565
0
        DockNodeHideHostWindow(node);
16566
0
        node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
16567
0
        node->WantCloseAll = false;
16568
0
        node->WantCloseTabId = 0;
16569
0
        node->HasCloseButton = node->HasWindowMenuButton = false;
16570
0
        node->LastFrameActive = g.FrameCount;
16571
16572
0
        if (node->WantMouseMove && node->Windows.Size == 1)
16573
0
            DockNodeStartMouseMovingWindow(node, node->Windows[0]);
16574
0
        return;
16575
0
    }
16576
16577
    // In some circumstance we will defer creating the host window (so everything will be kept hidden),
16578
    // while the expected visible window is resizing itself.
16579
    // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled,
16580
    // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up:
16581
    //   N+0: Begin(): window created (with no known size), node is created
16582
    //   N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible
16583
    //   N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible
16584
    // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code.
16585
    // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin().
16586
    // In reality it isn't very important as user quickly ends up with size data in .ini file.
16587
0
    if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode())
16588
0
    {
16589
0
        IM_ASSERT(node->Windows.Size > 0);
16590
0
        ImGuiWindow* ref_window = NULL;
16591
0
        if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them!
16592
0
            ref_window = DockNodeFindWindowByID(node, node->SelectedTabId);
16593
0
        if (ref_window == NULL)
16594
0
            ref_window = node->Windows[0];
16595
0
        if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0)
16596
0
        {
16597
0
            node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing;
16598
0
            return;
16599
0
        }
16600
0
    }
16601
16602
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
16603
16604
    // Decide if the node will have a close button and a window menu button
16605
0
    node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0;
16606
0
    node->HasCloseButton = false;
16607
0
    for (ImGuiWindow* window : node->Windows)
16608
0
    {
16609
        // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call.
16610
0
        node->HasCloseButton |= window->HasCloseButton;
16611
0
        window->DockIsActive = (node->Windows.Size > 1);
16612
0
    }
16613
0
    if (node_flags & ImGuiDockNodeFlags_NoCloseButton)
16614
0
        node->HasCloseButton = false;
16615
16616
    // Bind or create host window
16617
0
    ImGuiWindow* host_window = NULL;
16618
0
    bool beginned_into_host_window = false;
16619
0
    if (node->IsDockSpace())
16620
0
    {
16621
        // [Explicit root dockspace node]
16622
0
        IM_ASSERT(node->HostWindow);
16623
0
        host_window = node->HostWindow;
16624
0
    }
16625
0
    else
16626
0
    {
16627
        // [Automatic root or child nodes]
16628
0
        if (node->IsRootNode() && node->IsVisible)
16629
0
        {
16630
0
            ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16631
16632
            // Sync Pos
16633
0
            if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window)
16634
0
                SetNextWindowPos(ref_window->Pos);
16635
0
            else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode)
16636
0
                SetNextWindowPos(node->Pos);
16637
16638
            // Sync Size
16639
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16640
0
                SetNextWindowSize(ref_window->SizeFull);
16641
0
            else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode)
16642
0
                SetNextWindowSize(node->Size);
16643
16644
            // Sync Collapsed
16645
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16646
0
                SetNextWindowCollapsed(ref_window->Collapsed);
16647
16648
            // Sync Viewport
16649
0
            if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window)
16650
0
                SetNextWindowViewport(ref_window->ViewportId);
16651
0
            else if (node->AuthorityForViewport == ImGuiDataAuthority_Window && node->RefViewportId != 0)
16652
0
                SetNextWindowViewport(node->RefViewportId);
16653
16654
0
            SetNextWindowClass(&node->WindowClass);
16655
16656
            // Begin into the host window
16657
0
            char window_label[20];
16658
0
            DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label));
16659
0
            ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost;
16660
0
            window_flags |= ImGuiWindowFlags_NoFocusOnAppearing;
16661
0
            window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse;
16662
0
            window_flags |= ImGuiWindowFlags_NoTitleBar;
16663
16664
0
            SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders
16665
0
            PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
16666
0
            Begin(window_label, NULL, window_flags);
16667
0
            PopStyleVar();
16668
0
            beginned_into_host_window = true;
16669
16670
0
            host_window = g.CurrentWindow;
16671
0
            DockNodeSetupHostWindow(node, host_window);
16672
0
            host_window->DC.CursorPos = host_window->Pos;
16673
0
            node->Pos = host_window->Pos;
16674
0
            node->Size = host_window->Size;
16675
16676
            // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow)
16677
            // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags.
16678
            // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again.
16679
            // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window
16680
            // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back
16681
            // after the dock host window, losing their top-most status.
16682
0
            if (node->HostWindow->Appearing)
16683
0
                BringWindowToDisplayFront(node->HostWindow);
16684
16685
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16686
0
        }
16687
0
        else if (node->ParentNode)
16688
0
        {
16689
0
            node->HostWindow = host_window = node->ParentNode->HostWindow;
16690
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16691
0
        }
16692
0
        if (node->WantMouseMove && node->HostWindow)
16693
0
            DockNodeStartMouseMovingWindow(node, node->HostWindow);
16694
0
    }
16695
0
    node->RefViewportId = 0; // Clear when we have a host window
16696
16697
    // Update focused node (the one whose title bar is highlight) within a node tree
16698
0
    if (node->IsSplitNode())
16699
0
        IM_ASSERT(node->TabBar == NULL);
16700
0
    if (node->IsRootNode())
16701
0
        if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL)
16702
0
            while (p_window != NULL && p_window->DockNode != NULL)
16703
0
            {
16704
0
                ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode);
16705
0
                if (p_node == node)
16706
0
                {
16707
0
                    node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID!
16708
0
                    break;
16709
0
                }
16710
0
                p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL;
16711
0
            }
16712
16713
    // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace
16714
0
    ImGuiDockNode* central_node = node->CentralNode;
16715
0
    const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty();
16716
0
    bool central_node_hole_register_hit_test_hole = central_node_hole;
16717
0
    if (central_node_hole)
16718
0
        if (const ImGuiPayload* payload = ImGui::GetDragDropPayload())
16719
0
            if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data))
16720
0
                central_node_hole_register_hit_test_hole = false;
16721
0
    if (central_node_hole_register_hit_test_hole)
16722
0
    {
16723
        // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily.
16724
        // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen
16725
        // covering passthru node we'd have a gap on the edge not covered by the hole)
16726
0
        IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode
16727
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(central_node);
16728
0
        ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size);
16729
0
        ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size);
16730
0
        if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; }
16731
0
        if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; }
16732
0
        if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; }
16733
0
        if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; }
16734
        //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255));
16735
0
        if (central_node_hole && !hole_rect.IsInverted())
16736
0
        {
16737
0
            SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16738
0
            if (host_window->ParentWindow)
16739
0
                SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16740
0
        }
16741
0
    }
16742
16743
    // Update position/size, process and draw resizing splitters
16744
0
    if (node->IsRootNode() && host_window)
16745
0
    {
16746
0
        DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size);
16747
0
        PushStyleColor(ImGuiCol_Separator, g.Style.Colors[ImGuiCol_Border]);
16748
0
        PushStyleColor(ImGuiCol_SeparatorActive, g.Style.Colors[ImGuiCol_ResizeGripActive]);
16749
0
        PushStyleColor(ImGuiCol_SeparatorHovered, g.Style.Colors[ImGuiCol_ResizeGripHovered]);
16750
0
        DockNodeTreeUpdateSplitter(node);
16751
0
        PopStyleColor(3);
16752
0
    }
16753
16754
    // Draw empty node background (currently can only be the Central Node)
16755
0
    if (host_window && node->IsEmpty() && node->IsVisible)
16756
0
    {
16757
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16758
0
        node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg);
16759
0
        if (node->LastBgColor != 0)
16760
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor);
16761
0
        node->IsBgDrawnThisFrame = true;
16762
0
    }
16763
16764
    // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set.
16765
    // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size
16766
    // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
16767
0
    const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
16768
0
    if (render_dockspace_bg && node->IsVisible)
16769
0
    {
16770
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16771
0
        if (central_node_hole)
16772
0
            RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f);
16773
0
        else
16774
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f);
16775
0
    }
16776
16777
    // Draw and populate Tab Bar
16778
0
    if (host_window)
16779
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
16780
0
    if (host_window && node->Windows.Size > 0)
16781
0
    {
16782
0
        DockNodeUpdateTabBar(node, host_window);
16783
0
    }
16784
0
    else
16785
0
    {
16786
0
        node->WantCloseAll = false;
16787
0
        node->WantCloseTabId = 0;
16788
0
        node->IsFocused = false;
16789
0
    }
16790
0
    if (node->TabBar && node->TabBar->SelectedTabId)
16791
0
        node->SelectedTabId = node->TabBar->SelectedTabId;
16792
0
    else if (node->Windows.Size > 0)
16793
0
        node->SelectedTabId = node->Windows[0]->TabId;
16794
16795
    // Draw payload drop target
16796
0
    if (host_window && node->IsVisible)
16797
0
        if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window))
16798
0
            BeginDockableDragDropTarget(host_window);
16799
16800
    // We update this after DockNodeUpdateTabBar()
16801
0
    node->LastFrameActive = g.FrameCount;
16802
16803
    // Recurse into children
16804
    // FIXME-DOCK FIXME-OPT: Should not need to recurse into children
16805
0
    if (host_window)
16806
0
    {
16807
0
        if (node->ChildNodes[0])
16808
0
            DockNodeUpdate(node->ChildNodes[0]);
16809
0
        if (node->ChildNodes[1])
16810
0
            DockNodeUpdate(node->ChildNodes[1]);
16811
16812
        // Render outer borders last (after the tab bar)
16813
0
        if (node->IsRootNode())
16814
0
            RenderWindowOuterBorders(host_window);
16815
0
    }
16816
16817
    // End host window
16818
0
    if (beginned_into_host_window) //-V1020
16819
0
        End();
16820
0
}
16821
16822
// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame.
16823
static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs)
16824
0
{
16825
0
    ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window;
16826
0
    ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window;
16827
0
    if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder))
16828
0
        return d;
16829
0
    return (a->BeginOrderWithinContext - b->BeginOrderWithinContext);
16830
0
}
16831
16832
// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node.
16833
// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented)
16834
// Custom overrides may want to decorate, group, sort entries.
16835
// Please note those are internal structures: if you copy this expect occasional breakage.
16836
// (if you don't need to modify the "Tabs.Size == 1" behavior/path it is recommend you call this function in your handler)
16837
void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16838
0
{
16839
0
    IM_UNUSED(ctx);
16840
0
    if (tab_bar->Tabs.Size == 1)
16841
0
    {
16842
        // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table.
16843
0
        if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar()))
16844
0
            node->WantHiddenTabBarToggle = true;
16845
0
    }
16846
0
    else
16847
0
    {
16848
        // Display a selectable list of windows in this docking node
16849
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
16850
0
        {
16851
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
16852
0
            if (tab->Flags & ImGuiTabItemFlags_Button)
16853
0
                continue;
16854
0
            if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId))
16855
0
                TabBarQueueFocus(tab_bar, tab);
16856
0
            SameLine();
16857
0
            Text("   ");
16858
0
        }
16859
0
    }
16860
0
}
16861
16862
static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16863
0
{
16864
    // Try to position the menu so it is more likely to stays within the same viewport
16865
0
    ImGuiContext& g = *GImGui;
16866
0
    if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left)
16867
0
        SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f));
16868
0
    else
16869
0
        SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f));
16870
0
    if (BeginPopup("#WindowMenu"))
16871
0
    {
16872
0
        node->IsFocused = true;
16873
0
        g.DockNodeWindowMenuHandler(&g, node, tab_bar);
16874
0
        EndPopup();
16875
0
    }
16876
0
}
16877
16878
// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button.
16879
bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node)
16880
0
{
16881
0
    if (node->TabBar == NULL || node->HostWindow == NULL)
16882
0
        return false;
16883
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
16884
0
        return false;
16885
0
    if (node->TabBar->ID == 0)
16886
0
        return false;
16887
0
    Begin(node->HostWindow->Name);
16888
0
    PushOverrideID(node->ID);
16889
0
    bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags);
16890
0
    IM_UNUSED(ret);
16891
0
    IM_ASSERT(ret);
16892
0
    return true;
16893
0
}
16894
16895
void ImGui::DockNodeEndAmendTabBar()
16896
0
{
16897
0
    EndTabBar();
16898
0
    PopID();
16899
0
    End();
16900
0
}
16901
16902
static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node)
16903
0
{
16904
    // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy)
16905
0
    ImGuiContext& g = *GImGui;
16906
0
    if (g.NavWindowingTarget)
16907
0
        return (g.NavWindowingTarget->DockNode == node);
16908
16909
    // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window)
16910
0
    if (g.NavWindow && root_node->LastFocusedNodeId == node->ID)
16911
0
    {
16912
        // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node)
16913
0
        ImGuiWindow* parent_window = g.NavWindow->RootWindow;
16914
0
        while (parent_window->Flags & ImGuiWindowFlags_ChildMenu)
16915
0
            parent_window = parent_window->ParentWindow->RootWindow;
16916
0
        ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode;
16917
0
        for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL)
16918
0
            if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node)
16919
0
                return true;
16920
0
    }
16921
0
    return false;
16922
0
}
16923
16924
// Submit the tab bar corresponding to a dock node and various housekeeping details.
16925
static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window)
16926
0
{
16927
0
    ImGuiContext& g = *GImGui;
16928
0
    ImGuiStyle& style = g.Style;
16929
16930
0
    const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
16931
0
    const bool closed_all = node->WantCloseAll && node_was_active;
16932
0
    const ImGuiID closed_one = node->WantCloseTabId && node_was_active;
16933
0
    node->WantCloseAll = false;
16934
0
    node->WantCloseTabId = 0;
16935
16936
    // Decide if we should use a focused title bar color
16937
0
    bool is_focused = false;
16938
0
    ImGuiDockNode* root_node = DockNodeGetRootNode(node);
16939
0
    if (IsDockNodeTitleBarHighlighted(node, root_node))
16940
0
        is_focused = true;
16941
16942
    // Hidden tab bar will show a triangle on the upper-left (in Begin)
16943
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
16944
0
    {
16945
0
        node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16946
0
        node->IsFocused = is_focused;
16947
0
        if (is_focused)
16948
0
            node->LastFrameFocused = g.FrameCount;
16949
0
        if (node->VisibleWindow)
16950
0
        {
16951
            // Notify root of visible window (used to display title in OS task bar)
16952
0
            if (is_focused || root_node->VisibleWindow == NULL)
16953
0
                root_node->VisibleWindow = node->VisibleWindow;
16954
0
            if (node->TabBar)
16955
0
                node->TabBar->VisibleTabId = node->VisibleWindow->TabId;
16956
0
        }
16957
0
        return;
16958
0
    }
16959
16960
    // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed
16961
0
    bool backup_skip_item = host_window->SkipItems;
16962
0
    if (!node->IsDockSpace())
16963
0
    {
16964
0
        host_window->SkipItems = false;
16965
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
16966
0
    }
16967
16968
    // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID.
16969
    // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs,
16970
    // as docked windows themselves will override the stack with their own root ID.
16971
0
    PushOverrideID(node->ID);
16972
0
    ImGuiTabBar* tab_bar = node->TabBar;
16973
0
    bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden
16974
0
    if (tab_bar == NULL)
16975
0
    {
16976
0
        DockNodeAddTabBar(node);
16977
0
        tab_bar = node->TabBar;
16978
0
    }
16979
16980
0
    ImGuiID focus_tab_id = 0;
16981
0
    node->IsFocused = is_focused;
16982
16983
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
16984
0
    const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None);
16985
16986
    // In a dock node, the Collapse Button turns into the Window Menu button.
16987
    // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes?
16988
0
    if (has_window_menu_button && IsPopupOpen("#WindowMenu"))
16989
0
    {
16990
0
        ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId;
16991
0
        DockNodeWindowMenuUpdate(node, tab_bar);
16992
0
        if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id)
16993
0
            focus_tab_id = tab_bar->NextSelectedTabId;
16994
0
        is_focused |= node->IsFocused;
16995
0
    }
16996
16997
    // Layout
16998
0
    ImRect title_bar_rect, tab_bar_rect;
16999
0
    ImVec2 window_menu_button_pos;
17000
0
    ImVec2 close_button_pos;
17001
0
    DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos);
17002
17003
    // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value.
17004
0
    const int tabs_count_old = tab_bar->Tabs.Size;
17005
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
17006
0
    {
17007
0
        ImGuiWindow* window = node->Windows[window_n];
17008
0
        if (TabBarFindTabByID(tab_bar, window->TabId) == NULL)
17009
0
            TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
17010
0
    }
17011
17012
    // Title bar
17013
0
    if (is_focused)
17014
0
        node->LastFrameFocused = g.FrameCount;
17015
0
    ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
17016
0
    ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSeparatorSize);
17017
0
    host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags);
17018
17019
    // Docking/Collapse button
17020
0
    if (has_window_menu_button)
17021
0
    {
17022
0
        if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node)
17023
0
            OpenPopup("#WindowMenu");
17024
0
        if (IsItemActive())
17025
0
            focus_tab_id = tab_bar->SelectedTabId;
17026
0
        if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal) && g.HoveredIdTimer > 0.5f)
17027
0
            SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingDragToUndockOrMoveNode));
17028
0
    }
17029
17030
    // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value
17031
0
    int tabs_unsorted_start = tab_bar->Tabs.Size;
17032
0
    for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--)
17033
0
    {
17034
        // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting?
17035
0
        tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted;
17036
0
        tabs_unsorted_start = tab_n;
17037
0
    }
17038
0
    if (tab_bar->Tabs.Size > tabs_unsorted_start)
17039
0
    {
17040
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : "");
17041
0
        for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++)
17042
0
        {
17043
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
17044
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab 0x%08X '%s' Order %d\n", tab->ID, TabBarGetTabName(tab_bar, tab), tab->Window ? tab->Window->DockOrder : -1);
17045
0
        }
17046
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] SelectedTabId = 0x%08X, NavWindow->TabId = 0x%08X\n", node->SelectedTabId, g.NavWindow ? g.NavWindow->TabId : -1);
17047
0
        if (tab_bar->Tabs.Size > tabs_unsorted_start + 1)
17048
0
            ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder);
17049
0
    }
17050
17051
    // Apply NavWindow focus back to the tab bar
17052
0
    if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node)
17053
0
        tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId;
17054
17055
    // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated
17056
0
    if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL)
17057
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId;
17058
0
    else if (tab_bar->Tabs.Size > tabs_count_old)
17059
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId;
17060
17061
    // Begin tab bar
17062
0
    ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons);
17063
0
    tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;// | ImGuiTabBarFlags_FittingPolicyScroll;
17064
0
    if (!host_window->Collapsed && is_focused)
17065
0
        tab_bar_flags |= ImGuiTabBarFlags_IsFocused;
17066
0
    tab_bar->ID = GetID("#TabBar");
17067
0
    tab_bar->SeparatorMinX = node->Pos.x + host_window->WindowBorderSize; // Separator cover the whole node width
17068
0
    tab_bar->SeparatorMaxX = node->Pos.x + node->Size.x - host_window->WindowBorderSize;
17069
0
    BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags);
17070
    //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255));
17071
17072
    // Backup style colors
17073
0
    ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT];
17074
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17075
0
        backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]];
17076
17077
    // Submit actual tabs
17078
0
    node->VisibleWindow = NULL;
17079
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
17080
0
    {
17081
0
        ImGuiWindow* window = node->Windows[window_n];
17082
0
        if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument))
17083
0
            continue;
17084
0
        if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active)
17085
0
        {
17086
0
            ImGuiTabItemFlags tab_item_flags = 0;
17087
0
            tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet;
17088
0
            if (window->Flags & ImGuiWindowFlags_UnsavedDocument)
17089
0
                tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument;
17090
0
            if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
17091
0
                tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
17092
17093
            // Apply stored style overrides for the window
17094
0
            for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17095
0
                g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]);
17096
17097
            // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so)
17098
0
            bool tab_open = true;
17099
0
            TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window);
17100
0
            if (!tab_open)
17101
0
                node->WantCloseTabId = window->TabId;
17102
0
            if (tab_bar->VisibleTabId == window->TabId)
17103
0
                node->VisibleWindow = window;
17104
17105
            // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call
17106
0
            window->DockTabItemStatusFlags = g.LastItemData.StatusFlags;
17107
0
            window->DockTabItemRect = g.LastItemData.Rect;
17108
17109
            // Update navigation ID on menu layer
17110
0
            if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0)
17111
0
                host_window->NavLastIds[1] = window->TabId;
17112
0
        }
17113
0
    }
17114
17115
    // Restore style colors
17116
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17117
0
        g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n];
17118
17119
    // Notify root of visible window (used to display title in OS task bar)
17120
0
    if (node->VisibleWindow)
17121
0
        if (is_focused || root_node->VisibleWindow == NULL)
17122
0
            root_node->VisibleWindow = node->VisibleWindow;
17123
17124
    // Close button (after VisibleWindow was updated)
17125
    // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId
17126
0
    const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton;
17127
0
    const bool close_button_is_visible = node->HasCloseButton;
17128
    //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one)
17129
0
    if (close_button_is_visible)
17130
0
    {
17131
0
        if (!close_button_is_enabled)
17132
0
        {
17133
0
            PushItemFlag(ImGuiItemFlags_Disabled, true);
17134
0
            PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f));
17135
0
        }
17136
0
        if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos))
17137
0
        {
17138
0
            node->WantCloseAll = true;
17139
0
            for (int n = 0; n < tab_bar->Tabs.Size; n++)
17140
0
                TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]);
17141
0
        }
17142
        //if (IsItemActive())
17143
        //    focus_tab_id = tab_bar->SelectedTabId;
17144
0
        if (!close_button_is_enabled)
17145
0
        {
17146
0
            PopStyleColor();
17147
0
            PopItemFlag();
17148
0
        }
17149
0
    }
17150
17151
    // When clicking on the title bar outside of tabs, we still focus the selected tab for that node
17152
    // FIXME: TabItems submitted earlier use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) in order to not cover them.
17153
0
    ImGuiID title_bar_id = host_window->GetID("#TITLEBAR");
17154
0
    if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id)
17155
0
    {
17156
        // AllowOverlap mode required for appending into dock node tab bar,
17157
        // otherwise dragging window will steal HoveredId and amended tabs cannot get them.
17158
0
        bool held;
17159
0
        KeepAliveID(title_bar_id);
17160
0
        ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowOverlap);
17161
0
        if (g.HoveredId == title_bar_id)
17162
0
        {
17163
0
            g.LastItemData.ID = title_bar_id;
17164
0
        }
17165
0
        if (held)
17166
0
        {
17167
0
            if (IsMouseClicked(0))
17168
0
                focus_tab_id = tab_bar->SelectedTabId;
17169
17170
            // Forward moving request to selected window
17171
0
            if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
17172
0
                StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); // Undock from tab bar empty space
17173
0
        }
17174
0
    }
17175
17176
    // Forward focus from host node to selected window
17177
    //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget)
17178
    //    focus_tab_id = tab_bar->SelectedTabId;
17179
17180
    // When clicked on a tab we requested focus to the docked child
17181
    // This overrides the value set by "forward focus from host node to selected window".
17182
0
    if (tab_bar->NextSelectedTabId)
17183
0
        focus_tab_id = tab_bar->NextSelectedTabId;
17184
17185
    // Apply navigation focus
17186
0
    if (focus_tab_id != 0)
17187
0
        if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id))
17188
0
            if (tab->Window)
17189
0
            {
17190
0
                FocusWindow(tab->Window);
17191
0
                NavInitWindow(tab->Window, false);
17192
0
            }
17193
17194
0
    EndTabBar();
17195
0
    PopID();
17196
17197
    // Restore SkipItems flag
17198
0
    if (!node->IsDockSpace())
17199
0
    {
17200
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
17201
0
        host_window->SkipItems = backup_skip_item;
17202
0
    }
17203
0
}
17204
17205
static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node)
17206
0
{
17207
0
    IM_ASSERT(node->TabBar == NULL);
17208
0
    node->TabBar = IM_NEW(ImGuiTabBar);
17209
0
}
17210
17211
static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node)
17212
0
{
17213
0
    if (node->TabBar == NULL)
17214
0
        return;
17215
0
    IM_DELETE(node->TabBar);
17216
0
    node->TabBar = NULL;
17217
0
}
17218
17219
static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window)
17220
0
{
17221
0
    if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext)
17222
0
        return false;
17223
17224
0
    ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass;
17225
0
    ImGuiWindowClass* payload_class = &payload->WindowClass;
17226
0
    if (host_class->ClassId != payload_class->ClassId)
17227
0
    {
17228
0
        bool pass = false;
17229
0
        if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0)
17230
0
            pass = true;
17231
0
        if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0)
17232
0
            pass = true;
17233
0
        if (!pass)
17234
0
            return false;
17235
0
    }
17236
17237
    // Prevent docking any window created above a popup
17238
    // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features),
17239
    // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test.
17240
    // But it would requires more work on our end because the dock host windows is technically created in NewFrame()
17241
    // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking.
17242
0
    ImGuiContext& g = *GImGui;
17243
0
    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
17244
0
        if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window)
17245
0
            if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window))   // Payload is created from within a popup begin stack.
17246
0
                return false;
17247
17248
0
    return true;
17249
0
}
17250
17251
static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload)
17252
0
{
17253
0
    if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering
17254
0
        return true;
17255
17256
0
    const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1;
17257
0
    for (int payload_n = 0; payload_n < payload_count; payload_n++)
17258
0
    {
17259
0
        ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload;
17260
0
        if (DockNodeIsDropAllowedOne(payload, host_window))
17261
0
            return true;
17262
0
    }
17263
0
    return false;
17264
0
}
17265
17266
// window menu button == collapse button when not in a dock node.
17267
// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code.
17268
static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos)
17269
0
{
17270
0
    ImGuiContext& g = *GImGui;
17271
0
    ImGuiStyle& style = g.Style;
17272
17273
0
    ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f);
17274
0
    if (out_title_rect) { *out_title_rect = r; }
17275
17276
0
    r.Min.x += style.WindowBorderSize;
17277
0
    r.Max.x -= style.WindowBorderSize;
17278
17279
0
    float button_sz = g.FontSize;
17280
0
    r.Min.x += style.FramePadding.x;
17281
0
    r.Max.x -= style.FramePadding.x;
17282
0
    ImVec2 window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y);
17283
0
    if (node->HasCloseButton)
17284
0
    {
17285
0
        if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y);
17286
0
        r.Max.x -= button_sz + style.ItemInnerSpacing.x;
17287
0
    }
17288
0
    if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left)
17289
0
    {
17290
0
        r.Min.x += button_sz + style.ItemInnerSpacing.x;
17291
0
    }
17292
0
    else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right)
17293
0
    {
17294
0
        window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y);
17295
0
        r.Max.x -= button_sz + style.ItemInnerSpacing.x;
17296
0
    }
17297
0
    if (out_tab_bar_rect) { *out_tab_bar_rect = r; }
17298
0
    if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; }
17299
0
}
17300
17301
void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired)
17302
0
{
17303
0
    ImGuiContext& g = *GImGui;
17304
0
    const float dock_spacing = g.Style.ItemInnerSpacing.x;
17305
0
    const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
17306
0
    pos_new[axis ^ 1] = pos_old[axis ^ 1];
17307
0
    size_new[axis ^ 1] = size_old[axis ^ 1];
17308
17309
    // Distribute size on given axis (with a desired size or equally)
17310
0
    const float w_avail = size_old[axis] - dock_spacing;
17311
0
    if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f)
17312
0
    {
17313
0
        size_new[axis] = size_new_desired[axis];
17314
0
        size_old[axis] = IM_TRUNC(w_avail - size_new[axis]);
17315
0
    }
17316
0
    else
17317
0
    {
17318
0
        size_new[axis] = IM_TRUNC(w_avail * 0.5f);
17319
0
        size_old[axis] = IM_TRUNC(w_avail - size_new[axis]);
17320
0
    }
17321
17322
    // Position each node
17323
0
    if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)
17324
0
    {
17325
0
        pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing;
17326
0
    }
17327
0
    else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up)
17328
0
    {
17329
0
        pos_new[axis] = pos_old[axis];
17330
0
        pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing;
17331
0
    }
17332
0
}
17333
17334
// Retrieve the drop rectangles for a given direction or for the center + perform hit testing.
17335
bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos)
17336
0
{
17337
0
    ImGuiContext& g = *GImGui;
17338
17339
0
    const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight());
17340
0
    const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f));
17341
0
    float hs_w; // Half-size, longer axis
17342
0
    float hs_h; // Half-size, smaller axis
17343
0
    ImVec2 off; // Distance from edge or center
17344
0
    if (outer_docking)
17345
0
    {
17346
        //hs_w = ImTrunc(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f));
17347
        //hs_h = ImTrunc(hs_w * 0.15f);
17348
        //off = ImVec2(ImTrunc(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImTrunc(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h));
17349
0
        hs_w = ImTrunc(hs_for_central_nodes * 1.50f);
17350
0
        hs_h = ImTrunc(hs_for_central_nodes * 0.80f);
17351
0
        off = ImTrunc(ImVec2(parent.GetWidth() * 0.5f - hs_h, parent.GetHeight() * 0.5f - hs_h));
17352
0
    }
17353
0
    else
17354
0
    {
17355
0
        hs_w = ImTrunc(hs_for_central_nodes);
17356
0
        hs_h = ImTrunc(hs_for_central_nodes * 0.90f);
17357
0
        off = ImTrunc(ImVec2(hs_w * 2.40f, hs_w * 2.40f));
17358
0
    }
17359
17360
0
    ImVec2 c = ImTrunc(parent.GetCenter());
17361
0
    if      (dir == ImGuiDir_None)  { out_r = ImRect(c.x - hs_w, c.y - hs_w,         c.x + hs_w, c.y + hs_w);         }
17362
0
    else if (dir == ImGuiDir_Up)    { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); }
17363
0
    else if (dir == ImGuiDir_Down)  { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); }
17364
0
    else if (dir == ImGuiDir_Left)  { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); }
17365
0
    else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); }
17366
17367
0
    if (test_mouse_pos == NULL)
17368
0
        return false;
17369
17370
0
    ImRect hit_r = out_r;
17371
0
    if (!outer_docking)
17372
0
    {
17373
        // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides
17374
0
        hit_r.Expand(ImTrunc(hs_w * 0.30f));
17375
0
        ImVec2 mouse_delta = (*test_mouse_pos - c);
17376
0
        float mouse_delta_len2 = ImLengthSqr(mouse_delta);
17377
0
        float r_threshold_center = hs_w * 1.4f;
17378
0
        float r_threshold_sides = hs_w * (1.4f + 1.2f);
17379
0
        if (mouse_delta_len2 < r_threshold_center * r_threshold_center)
17380
0
            return (dir == ImGuiDir_None);
17381
0
        if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides)
17382
0
            return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y));
17383
0
    }
17384
0
    return hit_r.Contains(*test_mouse_pos);
17385
0
}
17386
17387
// host_node may be NULL if the window doesn't have a DockNode already.
17388
// FIXME-DOCK: This is misnamed since it's also doing the filtering.
17389
static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking)
17390
0
{
17391
0
    ImGuiContext& g = *GImGui;
17392
17393
    // There is an edge case when docking into a dockspace which only has inactive nodes.
17394
    // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive.
17395
    // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference.
17396
0
    if (payload_node == NULL)
17397
0
        payload_node = payload_window->DockNodeAsHost;
17398
0
    ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node;
17399
0
    if (ref_node_for_rect)
17400
0
        IM_ASSERT(ref_node_for_rect->IsVisible == true);
17401
17402
    // Filter, figure out where we are allowed to dock
17403
0
    ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet;
17404
0
    ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet;
17405
0
    data->IsCenterAvailable = true;
17406
0
    if (is_outer_docking)
17407
0
        data->IsCenterAvailable = false;
17408
0
    else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe)
17409
0
        data->IsCenterAvailable = false;
17410
0
    else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) && host_node->IsCentralNode())
17411
0
        data->IsCenterAvailable = false;
17412
0
    else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split?
17413
0
        data->IsCenterAvailable = false;
17414
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty()))
17415
0
        data->IsCenterAvailable = false;
17416
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty())
17417
0
        data->IsCenterAvailable = false;
17418
17419
0
    data->IsSidesAvailable = true;
17420
0
    if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplit) || g.IO.ConfigDockingNoSplit)
17421
0
        data->IsSidesAvailable = false;
17422
0
    else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode())
17423
0
        data->IsSidesAvailable = false;
17424
0
    else if (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther)
17425
0
        data->IsSidesAvailable = false;
17426
17427
    // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split)
17428
0
    data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton);
17429
0
    data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0);
17430
0
    data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos;
17431
0
    data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size;
17432
17433
    // Calculate drop shapes geometry for allowed splitting directions
17434
0
    IM_ASSERT(ImGuiDir_None == -1);
17435
0
    data->SplitNode = host_node;
17436
0
    data->SplitDir = ImGuiDir_None;
17437
0
    data->IsSplitDirExplicit = false;
17438
0
    if (!host_window->Collapsed)
17439
0
        for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
17440
0
        {
17441
0
            if (dir == ImGuiDir_None && !data->IsCenterAvailable)
17442
0
                continue;
17443
0
            if (dir != ImGuiDir_None && !data->IsSidesAvailable)
17444
0
                continue;
17445
0
            if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos))
17446
0
            {
17447
0
                data->SplitDir = (ImGuiDir)dir;
17448
0
                data->IsSplitDirExplicit = true;
17449
0
            }
17450
0
        }
17451
17452
    // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar
17453
0
    data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable);
17454
0
    if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift)
17455
0
        data->IsDropAllowed = false;
17456
17457
    // Calculate split area
17458
0
    data->SplitRatio = 0.0f;
17459
0
    if (data->SplitDir != ImGuiDir_None)
17460
0
    {
17461
0
        ImGuiDir split_dir = data->SplitDir;
17462
0
        ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
17463
0
        ImVec2 pos_new, pos_old = data->FutureNode.Pos;
17464
0
        ImVec2 size_new, size_old = data->FutureNode.Size;
17465
0
        DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size);
17466
17467
        // Calculate split ratio so we can pass it down the docking request
17468
0
        float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]);
17469
0
        data->FutureNode.Pos = pos_new;
17470
0
        data->FutureNode.Size = size_new;
17471
0
        data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio);
17472
0
    }
17473
0
}
17474
17475
static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data)
17476
0
{
17477
0
    ImGuiContext& g = *GImGui;
17478
0
    IM_ASSERT(g.CurrentWindow == host_window);   // Because we rely on font size to calculate tab sizes
17479
17480
    // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent.
17481
    // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes.
17482
0
    const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload;
17483
17484
    // In case the two windows involved are on different viewports, we will draw the overlay on each of them.
17485
0
    int overlay_draw_lists_count = 0;
17486
0
    ImDrawList* overlay_draw_lists[2];
17487
0
    overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport);
17488
0
    if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload)
17489
0
        overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport);
17490
17491
    // Draw main preview rectangle
17492
0
    const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f);
17493
0
    const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f);
17494
0
    const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f);
17495
0
    const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f);
17496
17497
    // Display area preview
17498
0
    const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0);
17499
0
    if (data->IsDropAllowed)
17500
0
    {
17501
0
        ImRect overlay_rect = data->FutureNode.Rect();
17502
0
        if (data->SplitDir == ImGuiDir_None && can_preview_tabs)
17503
0
            overlay_rect.Min.y += GetFrameHeight();
17504
0
        if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable)
17505
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17506
0
                overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), g.Style.DockingSeparatorSize));
17507
0
    }
17508
17509
    // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read)
17510
0
    if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable)
17511
0
    {
17512
        // Compute target tab bar geometry so we can locate our preview tabs
17513
0
        ImRect tab_bar_rect;
17514
0
        DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL);
17515
0
        ImVec2 tab_pos = tab_bar_rect.Min;
17516
0
        if (host_node && host_node->TabBar)
17517
0
        {
17518
0
            if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar())
17519
0
                tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission.
17520
0
            else
17521
0
                tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x;
17522
0
        }
17523
0
        else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost))
17524
0
        {
17525
0
            tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar
17526
0
        }
17527
17528
        // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows)
17529
0
        if (root_payload->DockNodeAsHost)
17530
0
            IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size);
17531
0
        ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL;
17532
0
        const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1;
17533
0
        for (int payload_n = 0; payload_n < payload_count; payload_n++)
17534
0
        {
17535
            // DockNode's TabBar may have non-window Tabs manually appended by user
17536
0
            ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload;
17537
0
            if (tab_bar_with_payload && payload_window == NULL)
17538
0
                continue;
17539
0
            if (!DockNodeIsDropAllowedOne(payload_window, host_window))
17540
0
                continue;
17541
17542
            // Calculate the tab bounding box for each payload window
17543
0
            ImVec2 tab_size = TabItemCalcSize(payload_window);
17544
0
            ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y);
17545
0
            tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x;
17546
0
            const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]);
17547
0
            const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]);
17548
0
            PushStyleColor(ImGuiCol_Text, overlay_col_text);
17549
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17550
0
            {
17551
0
                ImGuiTabItemFlags tab_flags = (payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0;
17552
0
                if (!tab_bar_rect.Contains(tab_bb))
17553
0
                    overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max);
17554
0
                TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs);
17555
0
                TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL);
17556
0
                if (!tab_bar_rect.Contains(tab_bb))
17557
0
                    overlay_draw_lists[overlay_n]->PopClipRect();
17558
0
            }
17559
0
            PopStyleColor();
17560
0
        }
17561
0
    }
17562
17563
    // Display drop boxes
17564
0
    const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding);
17565
0
    for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
17566
0
    {
17567
0
        if (!data->DropRectsDraw[dir + 1].IsInverted())
17568
0
        {
17569
0
            ImRect draw_r = data->DropRectsDraw[dir + 1];
17570
0
            ImRect draw_r_in = draw_r;
17571
0
            draw_r_in.Expand(-2.0f);
17572
0
            ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop;
17573
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17574
0
            {
17575
0
                ImVec2 center = ImFloor(draw_r_in.GetCenter());
17576
0
                overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding);
17577
0
                overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding);
17578
0
                if (dir == ImGuiDir_Left || dir == ImGuiDir_Right)
17579
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines);
17580
0
                if (dir == ImGuiDir_Up || dir == ImGuiDir_Down)
17581
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines);
17582
0
            }
17583
0
        }
17584
17585
        // Stop after ImGuiDir_None
17586
0
        if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoDockingSplit)) || g.IO.ConfigDockingNoSplit)
17587
0
            return;
17588
0
    }
17589
0
}
17590
17591
//-----------------------------------------------------------------------------
17592
// Docking: ImGuiDockNode Tree manipulation functions
17593
//-----------------------------------------------------------------------------
17594
// - DockNodeTreeSplit()
17595
// - DockNodeTreeMerge()
17596
// - DockNodeTreeUpdatePosSize()
17597
// - DockNodeTreeUpdateSplitterFindTouchingNode()
17598
// - DockNodeTreeUpdateSplitter()
17599
// - DockNodeTreeFindFallbackLeafNode()
17600
// - DockNodeTreeFindNodeByPos()
17601
//-----------------------------------------------------------------------------
17602
17603
void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node)
17604
0
{
17605
0
    ImGuiContext& g = *GImGui;
17606
0
    IM_ASSERT(split_axis != ImGuiAxis_None);
17607
17608
0
    ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0);
17609
0
    child_0->ParentNode = parent_node;
17610
17611
0
    ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0);
17612
0
    child_1->ParentNode = parent_node;
17613
17614
0
    ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1;
17615
0
    DockNodeMoveChildNodes(child_inheritor, parent_node);
17616
0
    parent_node->ChildNodes[0] = child_0;
17617
0
    parent_node->ChildNodes[1] = child_1;
17618
0
    parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow;
17619
0
    parent_node->SplitAxis = split_axis;
17620
0
    parent_node->VisibleWindow = NULL;
17621
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode;
17622
17623
0
    float size_avail = (parent_node->Size[split_axis] - g.Style.DockingSeparatorSize);
17624
0
    size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f);
17625
0
    IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting.
17626
0
    child_0->SizeRef = child_1->SizeRef = parent_node->Size;
17627
0
    child_0->SizeRef[split_axis] = ImTrunc(size_avail * split_ratio);
17628
0
    child_1->SizeRef[split_axis] = ImTrunc(size_avail - child_0->SizeRef[split_axis]);
17629
17630
0
    DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node);
17631
0
    DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID);
17632
0
    DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node));
17633
0
    DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size);
17634
17635
    // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property)
17636
0
    child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17637
0
    child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17638
0
    child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17639
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17640
0
    child_0->UpdateMergedFlags();
17641
0
    child_1->UpdateMergedFlags();
17642
0
    parent_node->UpdateMergedFlags();
17643
0
    if (child_inheritor->IsCentralNode())
17644
0
        DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor;
17645
0
}
17646
17647
void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child)
17648
0
{
17649
    // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL.
17650
0
    ImGuiContext& g = *GImGui;
17651
0
    ImGuiDockNode* child_0 = parent_node->ChildNodes[0];
17652
0
    ImGuiDockNode* child_1 = parent_node->ChildNodes[1];
17653
0
    IM_ASSERT(child_0 || child_1);
17654
0
    IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1);
17655
0
    if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0))
17656
0
    {
17657
0
        IM_ASSERT(parent_node->TabBar == NULL);
17658
0
        IM_ASSERT(parent_node->Windows.Size == 0);
17659
0
    }
17660
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID);
17661
17662
0
    ImVec2 backup_last_explicit_size = parent_node->SizeRef;
17663
0
    DockNodeMoveChildNodes(parent_node, merge_lead_child);
17664
0
    if (child_0)
17665
0
    {
17666
0
        DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows
17667
0
        DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID);
17668
0
    }
17669
0
    if (child_1)
17670
0
    {
17671
0
        DockNodeMoveWindows(parent_node, child_1);
17672
0
        DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID);
17673
0
    }
17674
0
    DockNodeApplyPosSizeToWindows(parent_node);
17675
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto;
17676
0
    parent_node->VisibleWindow = merge_lead_child->VisibleWindow;
17677
0
    parent_node->SizeRef = backup_last_explicit_size;
17678
17679
    // Flags transfer
17680
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag
17681
0
    parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17682
0
    parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17683
0
    parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows
17684
0
    parent_node->UpdateMergedFlags();
17685
17686
0
    if (child_0)
17687
0
    {
17688
0
        ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL);
17689
0
        IM_DELETE(child_0);
17690
0
    }
17691
0
    if (child_1)
17692
0
    {
17693
0
        ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL);
17694
0
        IM_DELETE(child_1);
17695
0
    }
17696
0
}
17697
17698
// Update Pos/Size for a node hierarchy (don't affect child Windows yet)
17699
// (Depth-first, Pre-Order)
17700
void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node)
17701
0
{
17702
    // During the regular dock node update we write to all nodes.
17703
    // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away.
17704
0
    ImGuiContext& g = *GImGui;
17705
0
    const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node;
17706
0
    if (write_to_node)
17707
0
    {
17708
0
        node->Pos = pos;
17709
0
        node->Size = size;
17710
0
    }
17711
17712
0
    if (node->IsLeafNode())
17713
0
        return;
17714
17715
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17716
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17717
0
    ImVec2 child_0_pos = pos, child_1_pos = pos;
17718
0
    ImVec2 child_0_size = size, child_1_size = size;
17719
17720
0
    const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0));
17721
0
    const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1));
17722
0
    const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node;
17723
0
    const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node;
17724
17725
0
    if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible)
17726
0
    {
17727
0
        const float spacing = g.Style.DockingSeparatorSize;
17728
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17729
0
        const float size_avail = ImMax(size[axis] - spacing, 0.0f);
17730
17731
        // Size allocation policy
17732
        // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows.
17733
0
        const float size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f);
17734
17735
        // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing.
17736
        // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImTrunc()
17737
        // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce
17738
17739
        // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge)
17740
0
        if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce)
17741
0
        {
17742
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]);
17743
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17744
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17745
0
        }
17746
0
        else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce)
17747
0
        {
17748
0
            child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]);
17749
0
            child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]);
17750
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17751
0
        }
17752
0
        else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce)
17753
0
        {
17754
            // FIXME-DOCK: We cannot honor the requested size, so apply ratio.
17755
            // Currently this path will only be taken if code programmatically sets WantLockSizeOnce
17756
0
            float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]);
17757
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImTrunc(size_avail * split_ratio);
17758
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17759
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17760
0
        }
17761
17762
        // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node
17763
0
        else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild)
17764
0
        {
17765
0
            child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]);
17766
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17767
0
        }
17768
0
        else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild)
17769
0
        {
17770
0
            child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]);
17771
0
            child_0_size[axis] = (size_avail - child_1_size[axis]);
17772
0
        }
17773
0
        else
17774
0
        {
17775
            // 4) Otherwise distribute according to the relative ratio of each SizeRef value
17776
0
            float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]);
17777
0
            child_0_size[axis] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5f));
17778
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17779
0
        }
17780
17781
0
        child_1_pos[axis] += spacing + child_0_size[axis];
17782
0
    }
17783
17784
0
    if (only_write_to_single_node == NULL)
17785
0
        child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false;
17786
17787
0
    const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible;
17788
0
    const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible;
17789
0
    if (child_0_recurse)
17790
0
        DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size);
17791
0
    if (child_1_recurse)
17792
0
        DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size);
17793
0
}
17794
17795
static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector<ImGuiDockNode*>* touching_nodes)
17796
0
{
17797
0
    if (node->IsLeafNode())
17798
0
    {
17799
0
        touching_nodes->push_back(node);
17800
0
        return;
17801
0
    }
17802
0
    if (node->ChildNodes[0]->IsVisible)
17803
0
        if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible)
17804
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes);
17805
0
    if (node->ChildNodes[1]->IsVisible)
17806
0
        if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible)
17807
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes);
17808
0
}
17809
17810
// (Depth-First, Pre-Order)
17811
void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
17812
0
{
17813
0
    if (node->IsLeafNode())
17814
0
        return;
17815
17816
0
    ImGuiContext& g = *GImGui;
17817
17818
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17819
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17820
0
    if (child_0->IsVisible && child_1->IsVisible)
17821
0
    {
17822
        // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally)
17823
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17824
0
        IM_ASSERT(axis != ImGuiAxis_None);
17825
0
        ImRect bb;
17826
0
        bb.Min = child_0->Pos;
17827
0
        bb.Max = child_1->Pos;
17828
0
        bb.Min[axis] += child_0->Size[axis];
17829
0
        bb.Max[axis ^ 1] += child_1->Size[axis ^ 1];
17830
        //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255));
17831
17832
0
        const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs
17833
0
        const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY;
17834
0
        if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag))
17835
0
        {
17836
0
            ImGuiWindow* window = g.CurrentWindow;
17837
0
            window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding);
17838
0
        }
17839
0
        else
17840
0
        {
17841
            //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node.
17842
            //bb.Max[axis] -= 1;
17843
0
            PushID(node->ID);
17844
17845
            // Find resizing limits by gathering list of nodes that are touching the splitter line.
17846
0
            ImVector<ImGuiDockNode*> touching_nodes[2];
17847
0
            float min_size = g.Style.WindowMinSize[axis];
17848
0
            float resize_limits[2];
17849
0
            resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size;
17850
0
            resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size;
17851
17852
0
            ImGuiID splitter_id = GetID("##Splitter");
17853
0
            if (g.ActiveId == splitter_id) // Only process when splitter is active
17854
0
            {
17855
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]);
17856
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]);
17857
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++)
17858
0
                    resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size);
17859
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++)
17860
0
                    resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size);
17861
17862
                // [DEBUG] Render touching nodes & limits
17863
                /*
17864
                ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17865
                for (int n = 0; n < 2; n++)
17866
                {
17867
                    for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++)
17868
                        draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255));
17869
                    if (axis == ImGuiAxis_X)
17870
                        draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f);
17871
                    else
17872
                        draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f);
17873
                }
17874
                */
17875
0
            }
17876
17877
            // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters
17878
0
            float cur_size_0 = child_0->Size[axis];
17879
0
            float cur_size_1 = child_1->Size[axis];
17880
0
            float min_size_0 = resize_limits[0] - child_0->Pos[axis];
17881
0
            float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1];
17882
0
            ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg);
17883
0
            if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col))
17884
0
            {
17885
0
                if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0)
17886
0
                {
17887
0
                    child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0;
17888
0
                    child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis];
17889
0
                    child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1;
17890
17891
                    // Lock the size of every node that is a sibling of the node we are touching
17892
                    // This might be less desirable if we can merge sibling of a same axis into the same parental level.
17893
0
                    for (int side_n = 0; side_n < 2; side_n++)
17894
0
                        for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++)
17895
0
                        {
17896
0
                            ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n];
17897
                            //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17898
                            //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255));
17899
0
                            while (touching_node->ParentNode != node)
17900
0
                            {
17901
0
                                if (touching_node->ParentNode->SplitAxis == axis)
17902
0
                                {
17903
                                    // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize().
17904
0
                                    ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n];
17905
0
                                    node_to_preserve->WantLockSizeOnce = true;
17906
                                    //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255));
17907
                                    //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100));
17908
0
                                }
17909
0
                                touching_node = touching_node->ParentNode;
17910
0
                            }
17911
0
                        }
17912
17913
0
                    DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size);
17914
0
                    DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size);
17915
0
                    MarkIniSettingsDirty();
17916
0
                }
17917
0
            }
17918
0
            PopID();
17919
0
        }
17920
0
    }
17921
17922
0
    if (child_0->IsVisible)
17923
0
        DockNodeTreeUpdateSplitter(child_0);
17924
0
    if (child_1->IsVisible)
17925
0
        DockNodeTreeUpdateSplitter(child_1);
17926
0
}
17927
17928
ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node)
17929
0
{
17930
0
    if (node->IsLeafNode())
17931
0
        return node;
17932
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0]))
17933
0
        return leaf_node;
17934
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1]))
17935
0
        return leaf_node;
17936
0
    return NULL;
17937
0
}
17938
17939
ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos)
17940
0
{
17941
0
    if (!node->IsVisible)
17942
0
        return NULL;
17943
17944
0
    const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE?
17945
0
    ImRect r(node->Pos, node->Pos + node->Size);
17946
0
    r.Expand(dock_spacing * 0.5f);
17947
0
    bool inside = r.Contains(pos);
17948
0
    if (!inside)
17949
0
        return NULL;
17950
17951
0
    if (node->IsLeafNode())
17952
0
        return node;
17953
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos))
17954
0
        return hovered_node;
17955
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos))
17956
0
        return hovered_node;
17957
17958
    // This means we are hovering over the splitter/spacing of a parent node
17959
0
    return node;
17960
0
}
17961
17962
//-----------------------------------------------------------------------------
17963
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
17964
//-----------------------------------------------------------------------------
17965
// - SetWindowDock() [Internal]
17966
// - DockSpace()
17967
// - DockSpaceOverViewport()
17968
//-----------------------------------------------------------------------------
17969
17970
// [Internal] Called via SetNextWindowDockID()
17971
void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond)
17972
0
{
17973
    // Test condition (NB: bit 0 is always true) and clear flags for next time
17974
0
    if (cond && (window->SetWindowDockAllowFlags & cond) == 0)
17975
0
        return;
17976
0
    window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
17977
17978
0
    if (window->DockId == dock_id)
17979
0
        return;
17980
17981
    // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot
17982
0
    ImGuiContext& g = *GImGui;
17983
0
    if (ImGuiDockNode* new_node = DockContextFindNodeByID(&g, dock_id))
17984
0
        if (new_node->IsSplitNode())
17985
0
        {
17986
            // Policy: Find central node or latest focused node. We first move back to our root node.
17987
0
            new_node = DockNodeGetRootNode(new_node);
17988
0
            if (new_node->CentralNode)
17989
0
            {
17990
0
                IM_ASSERT(new_node->CentralNode->IsCentralNode());
17991
0
                dock_id = new_node->CentralNode->ID;
17992
0
            }
17993
0
            else
17994
0
            {
17995
0
                dock_id = new_node->LastFocusedNodeId;
17996
0
            }
17997
0
        }
17998
17999
0
    if (window->DockId == dock_id)
18000
0
        return;
18001
18002
0
    if (window->DockNode)
18003
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
18004
0
    window->DockId = dock_id;
18005
0
}
18006
18007
// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default.
18008
// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors.
18009
// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app.
18010
// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location).
18011
ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class)
18012
0
{
18013
0
    ImGuiContext& g = *GImGui;
18014
0
    ImGuiWindow* window = GetCurrentWindowRead();
18015
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
18016
0
        return 0;
18017
18018
    // Early out if parent window is hidden/collapsed
18019
    // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960.
18020
    // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true.
18021
0
    if (window->SkipItems)
18022
0
        flags |= ImGuiDockNodeFlags_KeepAliveOnly;
18023
0
    if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0)
18024
0
        window = GetCurrentWindow(); // call to set window->WriteAccessed = true;
18025
18026
0
    IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0);
18027
0
    IM_ASSERT(id != 0);
18028
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, id);
18029
0
    if (!node)
18030
0
    {
18031
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", id);
18032
0
        node = DockContextAddNode(&g, id);
18033
0
        node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode);
18034
0
    }
18035
0
    if (window_class && window_class->ClassId != node->WindowClass.ClassId)
18036
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId);
18037
0
    node->SharedFlags = flags;
18038
0
    node->WindowClass = window_class ? *window_class : ImGuiWindowClass();
18039
18040
    // When a DockSpace transitioned form implicit to explicit this may be called a second time
18041
    // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again.
18042
0
    if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly))
18043
0
    {
18044
0
        IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID");
18045
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
18046
0
        return id;
18047
0
    }
18048
0
    node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
18049
18050
    // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible
18051
0
    if (flags & ImGuiDockNodeFlags_KeepAliveOnly)
18052
0
    {
18053
0
        node->LastFrameAlive = g.FrameCount;
18054
0
        return id;
18055
0
    }
18056
18057
0
    const ImVec2 content_avail = GetContentRegionAvail();
18058
0
    ImVec2 size = ImTrunc(size_arg);
18059
0
    if (size.x <= 0.0f)
18060
0
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
18061
0
    if (size.y <= 0.0f)
18062
0
        size.y = ImMax(content_avail.y + size.y, 4.0f);
18063
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
18064
18065
0
    node->Pos = window->DC.CursorPos;
18066
0
    node->Size = node->SizeRef = size;
18067
0
    SetNextWindowPos(node->Pos);
18068
0
    SetNextWindowSize(node->Size);
18069
0
    g.NextWindowData.PosUndock = false;
18070
18071
    // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window?
18072
    // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented)
18073
0
    ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost;
18074
0
    window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar;
18075
0
    window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
18076
0
    window_flags |= ImGuiWindowFlags_NoBackground;
18077
18078
0
    char title[256];
18079
0
    ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id);
18080
18081
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f);
18082
0
    Begin(title, NULL, window_flags);
18083
0
    PopStyleVar();
18084
18085
0
    ImGuiWindow* host_window = g.CurrentWindow;
18086
0
    DockNodeSetupHostWindow(node, host_window);
18087
0
    host_window->ChildId = window->GetID(title);
18088
0
    node->OnlyNodeWithWindows = NULL;
18089
18090
0
    IM_ASSERT(node->IsRootNode());
18091
18092
    // We need to handle the rare case were a central node is missing.
18093
    // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace.
18094
    // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split.
18095
    // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining.
18096
    // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property,
18097
    // as it doesn't make sense for an empty dockspace to not have this property.
18098
0
    if (node->IsLeafNode() && !node->IsCentralNode())
18099
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18100
18101
    // Update the node
18102
0
    DockNodeUpdate(node);
18103
18104
0
    End();
18105
18106
0
    ImRect bb(node->Pos, node->Pos + size);
18107
0
    ItemSize(size);
18108
0
    ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?)
18109
0
    if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild()
18110
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
18111
18112
0
    return id;
18113
0
}
18114
18115
// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode!
18116
// The limitation with this call is that your window won't have a menu bar.
18117
// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function.
18118
// But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it.
18119
ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class)
18120
0
{
18121
0
    if (viewport == NULL)
18122
0
        viewport = GetMainViewport();
18123
18124
0
    SetNextWindowPos(viewport->WorkPos);
18125
0
    SetNextWindowSize(viewport->WorkSize);
18126
0
    SetNextWindowViewport(viewport->ID);
18127
18128
0
    ImGuiWindowFlags host_window_flags = 0;
18129
0
    host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
18130
0
    host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
18131
0
    if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
18132
0
        host_window_flags |= ImGuiWindowFlags_NoBackground;
18133
18134
0
    char label[32];
18135
0
    ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID);
18136
18137
0
    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
18138
0
    PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
18139
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
18140
0
    Begin(label, NULL, host_window_flags);
18141
0
    PopStyleVar(3);
18142
18143
0
    ImGuiID dockspace_id = GetID("DockSpace");
18144
0
    DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class);
18145
0
    End();
18146
18147
0
    return dockspace_id;
18148
0
}
18149
18150
//-----------------------------------------------------------------------------
18151
// Docking: Builder Functions
18152
//-----------------------------------------------------------------------------
18153
// Very early end-user API to manipulate dock nodes.
18154
// Only available in imgui_internal.h. Expect this API to change/break!
18155
// It is expected that those functions are all called _before_ the dockspace node submission.
18156
//-----------------------------------------------------------------------------
18157
// - DockBuilderDockWindow()
18158
// - DockBuilderGetNode()
18159
// - DockBuilderSetNodePos()
18160
// - DockBuilderSetNodeSize()
18161
// - DockBuilderAddNode()
18162
// - DockBuilderRemoveNode()
18163
// - DockBuilderRemoveNodeChildNodes()
18164
// - DockBuilderRemoveNodeDockedWindows()
18165
// - DockBuilderSplitNode()
18166
// - DockBuilderCopyNodeRec()
18167
// - DockBuilderCopyNode()
18168
// - DockBuilderCopyWindowSettings()
18169
// - DockBuilderCopyDockSpace()
18170
// - DockBuilderFinish()
18171
//-----------------------------------------------------------------------------
18172
18173
void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id)
18174
0
{
18175
    // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1)
18176
0
    ImGuiContext& g = *GImGui; IM_UNUSED(g);
18177
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderDockWindow '%s' to node 0x%08X\n", window_name, node_id);
18178
0
    ImGuiID window_id = ImHashStr(window_name);
18179
0
    if (ImGuiWindow* window = FindWindowByID(window_id))
18180
0
    {
18181
        // Apply to created window
18182
0
        ImGuiID prev_node_id = window->DockId;
18183
0
        SetWindowDock(window, node_id, ImGuiCond_Always);
18184
0
        if (window->DockId != prev_node_id)
18185
0
            window->DockOrder = -1;
18186
0
    }
18187
0
    else
18188
0
    {
18189
        // Apply to settings
18190
0
        ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id);
18191
0
        if (settings == NULL)
18192
0
            settings = CreateNewWindowSettings(window_name);
18193
0
        if (settings->DockId != node_id)
18194
0
            settings->DockOrder = -1;
18195
0
        settings->DockId = node_id;
18196
0
    }
18197
0
}
18198
18199
ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id)
18200
0
{
18201
0
    ImGuiContext& g = *GImGui;
18202
0
    return DockContextFindNodeByID(&g, node_id);
18203
0
}
18204
18205
void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos)
18206
0
{
18207
0
    ImGuiContext& g = *GImGui;
18208
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id);
18209
0
    if (node == NULL)
18210
0
        return;
18211
0
    node->Pos = pos;
18212
0
    node->AuthorityForPos = ImGuiDataAuthority_DockNode;
18213
0
}
18214
18215
void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size)
18216
0
{
18217
0
    ImGuiContext& g = *GImGui;
18218
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id);
18219
0
    if (node == NULL)
18220
0
        return;
18221
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
18222
0
    node->Size = node->SizeRef = size;
18223
0
    node->AuthorityForSize = ImGuiDataAuthority_DockNode;
18224
0
}
18225
18226
// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node!
18227
// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node.
18228
// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary.
18229
// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand!
18230
//   For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect.
18231
// - Use (id == 0) to let the system allocate a node identifier.
18232
// - Existing node with a same id will be removed.
18233
ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags)
18234
0
{
18235
0
    ImGuiContext& g = *GImGui; IM_UNUSED(g);
18236
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags);
18237
18238
0
    if (node_id != 0)
18239
0
        DockBuilderRemoveNode(node_id);
18240
18241
0
    ImGuiDockNode* node = NULL;
18242
0
    if (flags & ImGuiDockNodeFlags_DockSpace)
18243
0
    {
18244
0
        DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly);
18245
0
        node = DockContextFindNodeByID(&g, node_id);
18246
0
    }
18247
0
    else
18248
0
    {
18249
0
        node = DockContextAddNode(&g, node_id);
18250
0
        node->SetLocalFlags(flags);
18251
0
    }
18252
0
    node->LastFrameAlive = g.FrameCount;   // Set this otherwise BeginDocked will undock during the same frame.
18253
0
    return node->ID;
18254
0
}
18255
18256
void ImGui::DockBuilderRemoveNode(ImGuiID node_id)
18257
0
{
18258
0
    ImGuiContext& g = *GImGui; IM_UNUSED(g);
18259
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id);
18260
18261
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id);
18262
0
    if (node == NULL)
18263
0
        return;
18264
0
    DockBuilderRemoveNodeDockedWindows(node_id, true);
18265
0
    DockBuilderRemoveNodeChildNodes(node_id);
18266
    // Node may have moved or deleted if e.g. any merge happened
18267
0
    node = DockContextFindNodeByID(&g, node_id);
18268
0
    if (node == NULL)
18269
0
        return;
18270
0
    if (node->IsCentralNode() && node->ParentNode)
18271
0
        node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18272
0
    DockContextRemoveNode(&g, node, true);
18273
0
}
18274
18275
// root_id = 0 to remove all, root_id != 0 to remove child of given node.
18276
void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id)
18277
0
{
18278
0
    ImGuiContext& g = *GImGui;
18279
0
    ImGuiDockContext* dc = &g.DockContext;
18280
18281
0
    ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(&g, root_id) : NULL;
18282
0
    if (root_id && root_node == NULL)
18283
0
        return;
18284
0
    bool has_central_node = false;
18285
18286
0
    ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto;
18287
0
    ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto;
18288
18289
    // Process active windows
18290
0
    ImVector<ImGuiDockNode*> nodes_to_remove;
18291
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
18292
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
18293
0
        {
18294
0
            bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id);
18295
0
            if (want_removal)
18296
0
            {
18297
0
                if (node->IsCentralNode())
18298
0
                    has_central_node = true;
18299
0
                if (root_id != 0)
18300
0
                    DockContextQueueNotifyRemovedNode(&g, node);
18301
0
                if (root_node)
18302
0
                {
18303
0
                    DockNodeMoveWindows(root_node, node);
18304
0
                    DockSettingsRenameNodeReferences(node->ID, root_node->ID);
18305
0
                }
18306
0
                nodes_to_remove.push_back(node);
18307
0
            }
18308
0
        }
18309
18310
    // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge)
18311
    // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead)
18312
0
    if (root_node)
18313
0
    {
18314
0
        root_node->AuthorityForPos = backup_root_node_authority_for_pos;
18315
0
        root_node->AuthorityForSize = backup_root_node_authority_for_size;
18316
0
    }
18317
18318
    // Apply to settings
18319
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18320
0
        if (ImGuiID window_settings_dock_id = settings->DockId)
18321
0
            for (int n = 0; n < nodes_to_remove.Size; n++)
18322
0
                if (nodes_to_remove[n]->ID == window_settings_dock_id)
18323
0
                {
18324
0
                    settings->DockId = root_id;
18325
0
                    break;
18326
0
                }
18327
18328
    // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes
18329
0
    if (nodes_to_remove.Size > 1)
18330
0
        ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst);
18331
0
    for (int n = 0; n < nodes_to_remove.Size; n++)
18332
0
        DockContextRemoveNode(&g, nodes_to_remove[n], false);
18333
18334
0
    if (root_id == 0)
18335
0
    {
18336
0
        dc->Nodes.Clear();
18337
0
        dc->Requests.clear();
18338
0
    }
18339
0
    else if (has_central_node)
18340
0
    {
18341
0
        root_node->CentralNode = root_node;
18342
0
        root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18343
0
    }
18344
0
}
18345
18346
void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs)
18347
0
{
18348
    // Clear references in settings
18349
0
    ImGuiContext& g = *GImGui;
18350
0
    if (clear_settings_refs)
18351
0
    {
18352
0
        for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18353
0
        {
18354
0
            bool want_removal = (root_id == 0) || (settings->DockId == root_id);
18355
0
            if (!want_removal && settings->DockId != 0)
18356
0
                if (ImGuiDockNode* node = DockContextFindNodeByID(&g, settings->DockId))
18357
0
                    if (DockNodeGetRootNode(node)->ID == root_id)
18358
0
                        want_removal = true;
18359
0
            if (want_removal)
18360
0
                settings->DockId = 0;
18361
0
        }
18362
0
    }
18363
18364
    // Clear references in windows
18365
0
    for (int n = 0; n < g.Windows.Size; n++)
18366
0
    {
18367
0
        ImGuiWindow* window = g.Windows[n];
18368
0
        bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id);
18369
0
        if (want_removal)
18370
0
        {
18371
0
            const ImGuiID backup_dock_id = window->DockId;
18372
0
            IM_UNUSED(backup_dock_id);
18373
0
            DockContextProcessUndockWindow(&g, window, clear_settings_refs);
18374
0
            if (!clear_settings_refs)
18375
0
                IM_ASSERT(window->DockId == backup_dock_id);
18376
0
        }
18377
0
    }
18378
0
}
18379
18380
// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created.
18381
// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set.
18382
// FIXME-DOCK: We are not exposing nor using split_outer.
18383
ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir)
18384
0
{
18385
0
    ImGuiContext& g = *GImGui;
18386
0
    IM_ASSERT(split_dir != ImGuiDir_None);
18387
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir);
18388
18389
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, id);
18390
0
    if (node == NULL)
18391
0
    {
18392
0
        IM_ASSERT(node != NULL);
18393
0
        return 0;
18394
0
    }
18395
18396
0
    IM_ASSERT(!node->IsSplitNode()); // Assert if already Split
18397
18398
0
    ImGuiDockRequest req;
18399
0
    req.Type = ImGuiDockRequestType_Split;
18400
0
    req.DockTargetWindow = NULL;
18401
0
    req.DockTargetNode = node;
18402
0
    req.DockPayload = NULL;
18403
0
    req.DockSplitDir = split_dir;
18404
0
    req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir);
18405
0
    req.DockSplitOuter = false;
18406
0
    DockContextProcessDock(&g, &req);
18407
18408
0
    ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID;
18409
0
    ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID;
18410
0
    if (out_id_at_dir)
18411
0
        *out_id_at_dir = id_at_dir;
18412
0
    if (out_id_at_opposite_dir)
18413
0
        *out_id_at_opposite_dir = id_at_opposite_dir;
18414
0
    return id_at_dir;
18415
0
}
18416
18417
static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector<ImGuiID>* out_node_remap_pairs)
18418
0
{
18419
0
    ImGuiContext& g = *GImGui;
18420
0
    ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known);
18421
0
    dst_node->SharedFlags = src_node->SharedFlags;
18422
0
    dst_node->LocalFlags = src_node->LocalFlags;
18423
0
    dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
18424
0
    dst_node->Pos = src_node->Pos;
18425
0
    dst_node->Size = src_node->Size;
18426
0
    dst_node->SizeRef = src_node->SizeRef;
18427
0
    dst_node->SplitAxis = src_node->SplitAxis;
18428
0
    dst_node->UpdateMergedFlags();
18429
18430
0
    out_node_remap_pairs->push_back(src_node->ID);
18431
0
    out_node_remap_pairs->push_back(dst_node->ID);
18432
18433
0
    for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++)
18434
0
        if (src_node->ChildNodes[child_n])
18435
0
        {
18436
0
            dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs);
18437
0
            dst_node->ChildNodes[child_n]->ParentNode = dst_node;
18438
0
        }
18439
18440
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0);
18441
0
    return dst_node;
18442
0
}
18443
18444
void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs)
18445
0
{
18446
0
    ImGuiContext& g = *GImGui;
18447
0
    IM_ASSERT(src_node_id != 0);
18448
0
    IM_ASSERT(dst_node_id != 0);
18449
0
    IM_ASSERT(out_node_remap_pairs != NULL);
18450
18451
0
    DockBuilderRemoveNode(dst_node_id);
18452
18453
0
    ImGuiDockNode* src_node = DockContextFindNodeByID(&g, src_node_id);
18454
0
    IM_ASSERT(src_node != NULL);
18455
18456
0
    out_node_remap_pairs->clear();
18457
0
    DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs);
18458
18459
0
    IM_ASSERT((out_node_remap_pairs->Size % 2) == 0);
18460
0
}
18461
18462
void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name)
18463
0
{
18464
0
    ImGuiWindow* src_window = FindWindowByName(src_name);
18465
0
    if (src_window == NULL)
18466
0
        return;
18467
0
    if (ImGuiWindow* dst_window = FindWindowByName(dst_name))
18468
0
    {
18469
0
        dst_window->Pos = src_window->Pos;
18470
0
        dst_window->Size = src_window->Size;
18471
0
        dst_window->SizeFull = src_window->SizeFull;
18472
0
        dst_window->Collapsed = src_window->Collapsed;
18473
0
    }
18474
0
    else
18475
0
    {
18476
0
        ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name));
18477
0
        if (!dst_settings)
18478
0
            dst_settings = CreateNewWindowSettings(dst_name);
18479
0
        ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos);
18480
0
        if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID)
18481
0
        {
18482
0
            dst_settings->ViewportPos = window_pos_2ih;
18483
0
            dst_settings->ViewportId = src_window->ViewportId;
18484
0
            dst_settings->Pos = ImVec2ih(0, 0);
18485
0
        }
18486
0
        else
18487
0
        {
18488
0
            dst_settings->Pos = window_pos_2ih;
18489
0
        }
18490
0
        dst_settings->Size = ImVec2ih(src_window->SizeFull);
18491
0
        dst_settings->Collapsed = src_window->Collapsed;
18492
0
    }
18493
0
}
18494
18495
// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed.
18496
void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs)
18497
0
{
18498
0
    ImGuiContext& g = *GImGui;
18499
0
    IM_ASSERT(src_dockspace_id != 0);
18500
0
    IM_ASSERT(dst_dockspace_id != 0);
18501
0
    IM_ASSERT(in_window_remap_pairs != NULL);
18502
0
    IM_ASSERT((in_window_remap_pairs->Size % 2) == 0);
18503
18504
    // Duplicate entire dock
18505
    // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart,
18506
    // whereas we could attempt to at least keep them together in a new, same floating node.
18507
0
    ImVector<ImGuiID> node_remap_pairs;
18508
0
    DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs);
18509
18510
    // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes
18511
    // (The windows associated to src_dockspace_id are staying in place)
18512
0
    ImVector<ImGuiID> src_windows;
18513
0
    for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2)
18514
0
    {
18515
0
        const char* src_window_name = (*in_window_remap_pairs)[remap_window_n];
18516
0
        const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1];
18517
0
        ImGuiID src_window_id = ImHashStr(src_window_name);
18518
0
        src_windows.push_back(src_window_id);
18519
18520
        // Search in the remapping tables
18521
0
        ImGuiID src_dock_id = 0;
18522
0
        if (ImGuiWindow* src_window = FindWindowByID(src_window_id))
18523
0
            src_dock_id = src_window->DockId;
18524
0
        else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id))
18525
0
            src_dock_id = src_window_settings->DockId;
18526
0
        ImGuiID dst_dock_id = 0;
18527
0
        for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18528
0
            if (node_remap_pairs[dock_remap_n] == src_dock_id)
18529
0
            {
18530
0
                dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18531
                //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear
18532
0
                break;
18533
0
            }
18534
18535
0
        if (dst_dock_id != 0)
18536
0
        {
18537
            // Docked windows gets redocked into the new node hierarchy.
18538
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id);
18539
0
            DockBuilderDockWindow(dst_window_name, dst_dock_id);
18540
0
        }
18541
0
        else
18542
0
        {
18543
            // Floating windows gets their settings transferred (regardless of whether the new window already exist or not)
18544
            // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together?
18545
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name);
18546
0
            DockBuilderCopyWindowSettings(src_window_name, dst_window_name);
18547
0
        }
18548
0
    }
18549
18550
    // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list.
18551
    // Find those windows and move to them to the cloned dock node. This may be optional?
18552
    // Dock those are a second step as undocking would invalidate source dock nodes.
18553
0
    struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } };
18554
0
    ImVector<DockRemainingWindowTask> dock_remaining_windows;
18555
0
    for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18556
0
        if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n])
18557
0
        {
18558
0
            ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18559
0
            ImGuiDockNode* node = DockBuilderGetNode(src_dock_id);
18560
0
            for (int window_n = 0; window_n < node->Windows.Size; window_n++)
18561
0
            {
18562
0
                ImGuiWindow* window = node->Windows[window_n];
18563
0
                if (src_windows.contains(window->ID))
18564
0
                    continue;
18565
18566
                // Docked windows gets redocked into the new node hierarchy.
18567
0
                IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id);
18568
0
                dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id));
18569
0
            }
18570
0
        }
18571
0
    for (const DockRemainingWindowTask& task : dock_remaining_windows)
18572
0
        DockBuilderDockWindow(task.Window->Name, task.DockId);
18573
0
}
18574
18575
// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node.
18576
void ImGui::DockBuilderFinish(ImGuiID root_id)
18577
0
{
18578
0
    ImGuiContext& g = *GImGui;
18579
    //DockContextRebuild(&g);
18580
0
    DockContextBuildAddWindowsToNodes(&g, root_id);
18581
0
}
18582
18583
//-----------------------------------------------------------------------------
18584
// Docking: Begin/End Support Functions (called from Begin/End)
18585
//-----------------------------------------------------------------------------
18586
// - GetWindowAlwaysWantOwnTabBar()
18587
// - DockContextBindNodeToWindow()
18588
// - BeginDocked()
18589
// - BeginDockableDragDropSource()
18590
// - BeginDockableDragDropTarget()
18591
//-----------------------------------------------------------------------------
18592
18593
bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window)
18594
0
{
18595
0
    ImGuiContext& g = *GImGui;
18596
0
    if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar)
18597
0
        if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0)
18598
0
            if (!window->IsFallbackWindow)    // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise
18599
0
                return true;
18600
0
    return false;
18601
0
}
18602
18603
static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window)
18604
0
{
18605
0
    ImGuiContext& g = *ctx;
18606
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
18607
0
    IM_ASSERT(window->DockNode == NULL);
18608
18609
    // We should not be docking into a split node (SetWindowDock should avoid this)
18610
0
    if (node && node->IsSplitNode())
18611
0
    {
18612
0
        DockContextProcessUndockWindow(ctx, window);
18613
0
        return NULL;
18614
0
    }
18615
18616
    // Create node
18617
0
    if (node == NULL)
18618
0
    {
18619
0
        node = DockContextAddNode(ctx, window->DockId);
18620
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
18621
0
        node->LastFrameAlive = g.FrameCount;
18622
0
    }
18623
18624
    // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet,
18625
    // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node).
18626
    // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout.
18627
    // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame.
18628
0
    if (!node->IsVisible)
18629
0
    {
18630
0
        ImGuiDockNode* ancestor_node = node;
18631
0
        while (!ancestor_node->IsVisible && ancestor_node->ParentNode)
18632
0
            ancestor_node = ancestor_node->ParentNode;
18633
0
        IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f);
18634
0
        DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node));
18635
0
        DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node);
18636
0
    }
18637
18638
    // Add window to node
18639
0
    bool node_was_visible = node->IsVisible;
18640
0
    DockNodeAddWindow(node, window, true);
18641
0
    node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see)
18642
0
    IM_ASSERT(node == window->DockNode);
18643
0
    return node;
18644
0
}
18645
18646
void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
18647
0
{
18648
0
    ImGuiContext& g = *GImGui;
18649
18650
    // Clear fields ahead so most early-out paths don't have to do it
18651
0
    window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
18652
18653
0
    const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window);
18654
0
    if (auto_dock_node)
18655
0
    {
18656
0
        if (window->DockId == 0)
18657
0
        {
18658
0
            IM_ASSERT(window->DockNode == NULL);
18659
0
            window->DockId = DockContextGenNodeID(&g);
18660
0
        }
18661
0
    }
18662
0
    else
18663
0
    {
18664
        // Calling SetNextWindowPos() undock windows by default (by setting PosUndock)
18665
0
        bool want_undock = false;
18666
0
        want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0;
18667
0
        want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock;
18668
0
        if (want_undock)
18669
0
        {
18670
0
            DockContextProcessUndockWindow(&g, window);
18671
0
            return;
18672
0
        }
18673
0
    }
18674
18675
    // Bind to our dock node
18676
0
    ImGuiDockNode* node = window->DockNode;
18677
0
    if (node != NULL)
18678
0
        IM_ASSERT(window->DockId == node->ID);
18679
0
    if (window->DockId != 0 && node == NULL)
18680
0
    {
18681
0
        node = DockContextBindNodeToWindow(&g, window);
18682
0
        if (node == NULL)
18683
0
            return;
18684
0
    }
18685
18686
#if 0
18687
    // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set
18688
    if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode))
18689
    {
18690
        DockContextProcessUndockWindow(ctx, window);
18691
        return;
18692
    }
18693
#endif
18694
18695
    // Undock if our dockspace node disappeared
18696
    // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly.
18697
0
    if (node->LastFrameAlive < g.FrameCount)
18698
0
    {
18699
        // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking()
18700
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
18701
0
        if (root_node->LastFrameAlive < g.FrameCount)
18702
0
            DockContextProcessUndockWindow(&g, window);
18703
0
        else
18704
0
            window->DockIsActive = true;
18705
0
        return;
18706
0
    }
18707
18708
    // Store style overrides
18709
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18710
0
        window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18711
18712
    // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window,
18713
    // and never create neither a host window neither a tab bar.
18714
    // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test)
18715
0
    if (node->HostWindow == NULL)
18716
0
    {
18717
0
        if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing)
18718
0
            window->DockIsActive = true;
18719
0
        if (node->Windows.Size > 1 && window->Appearing) // Only hide appearing window
18720
0
            DockNodeHideWindowDuringHostWindowCreation(window);
18721
0
        return;
18722
0
    }
18723
18724
    // We can have zero-sized nodes (e.g. children of a small-size dockspace)
18725
0
    IM_ASSERT(node->HostWindow);
18726
0
    IM_ASSERT(node->IsLeafNode());
18727
0
    IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f);
18728
0
    node->State = ImGuiDockNodeState_HostWindowVisible;
18729
18730
    // Undock if we are submitted earlier than the host window
18731
0
    if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext)
18732
0
    {
18733
0
        DockContextProcessUndockWindow(&g, window);
18734
0
        return;
18735
0
    }
18736
18737
    // Position/Size window
18738
0
    SetNextWindowPos(node->Pos);
18739
0
    SetNextWindowSize(node->Size);
18740
0
    g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos()
18741
0
    window->DockIsActive = true;
18742
0
    window->DockNodeIsVisible = true;
18743
0
    window->DockTabIsVisible = false;
18744
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
18745
0
        return;
18746
18747
    // When the window is selected we mark it as visible.
18748
0
    if (node->VisibleWindow == window)
18749
0
        window->DockTabIsVisible = true;
18750
18751
    // Update window flag
18752
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0);
18753
0
    window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize;
18754
0
    window->ChildFlags |= ImGuiChildFlags_AlwaysUseWindowPadding;
18755
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
18756
0
        window->Flags |= ImGuiWindowFlags_NoTitleBar;
18757
0
    else
18758
0
        window->Flags &= ~ImGuiWindowFlags_NoTitleBar;      // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed!
18759
18760
    // Save new dock order only if the window has been visible once already
18761
    // This allows multiple windows to be created in the same frame and have their respective dock orders preserved.
18762
0
    if (node->TabBar && window->WasActive)
18763
0
        window->DockOrder = (short)DockNodeGetTabOrder(window);
18764
18765
0
    if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL)
18766
0
        *p_open = false;
18767
18768
    // Update ChildId to allow returning from Child to Parent with Escape
18769
0
    ImGuiWindow* parent_window = window->DockNode->HostWindow;
18770
0
    window->ChildId = parent_window->GetID(window->Name);
18771
0
}
18772
18773
void ImGui::BeginDockableDragDropSource(ImGuiWindow* window)
18774
0
{
18775
0
    ImGuiContext& g = *GImGui;
18776
0
    IM_ASSERT(g.ActiveId == window->MoveId);
18777
0
    IM_ASSERT(g.MovingWindow == window);
18778
0
    IM_ASSERT(g.CurrentWindow == window);
18779
18780
    // 0: Hold SHIFT to disable docking, 1: Hold SHIFT to enable docking.
18781
0
    if (g.IO.ConfigDockingWithShift != g.IO.KeyShift)
18782
0
    {
18783
        // When ConfigDockingWithShift is set, display a tooltip to increase UI affordance.
18784
        // We cannot set for HoveredWindowUnderMovingWindow != NULL here, as it is only valid/useful when drag and drop is already active
18785
        // (because of the 'is_mouse_dragging_with_an_expected_destination' logic in UpdateViewportsNewFrame() function)
18786
0
        if (g.IO.ConfigDockingWithShift && g.MouseStationaryTimer >= 1.0f && g.ActiveId >= 1.0f)
18787
0
            SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingHoldShiftToDock));
18788
0
        return;
18789
0
    }
18790
18791
0
    g.LastItemData.ID = window->MoveId;
18792
0
    window = window->RootWindowDockTree;
18793
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18794
0
    bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit
18795
0
    if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload))
18796
0
    {
18797
0
        SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window));
18798
0
        EndDragDropSource();
18799
18800
        // Store style overrides
18801
0
        for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18802
0
            window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18803
0
    }
18804
0
}
18805
18806
void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window)
18807
0
{
18808
0
    ImGuiContext& g = *GImGui;
18809
18810
    //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace
18811
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18812
0
    if (!g.DragDropActive)
18813
0
        return;
18814
    //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
18815
0
    if (!BeginDragDropTargetCustom(window->Rect(), window->ID))
18816
0
        return;
18817
18818
    // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering
18819
    // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly)
18820
0
    const ImGuiPayload* payload = &g.DragDropPayload;
18821
0
    if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data))
18822
0
    {
18823
0
        EndDragDropTarget();
18824
0
        return;
18825
0
    }
18826
18827
0
    ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data;
18828
0
    if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect))
18829
0
    {
18830
        // Select target node
18831
        // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation)
18832
0
        bool dock_into_floating_window = false;
18833
0
        ImGuiDockNode* node = NULL;
18834
0
        if (window->DockNodeAsHost)
18835
0
        {
18836
            // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos().
18837
0
            node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos);
18838
18839
            // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active)
18840
            // In this case we need to fallback into any leaf mode, possibly the central node.
18841
            // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first.
18842
0
            if (node && node->IsDockSpace() && node->IsRootNode())
18843
0
                node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node);
18844
0
        }
18845
0
        else
18846
0
        {
18847
0
            if (window->DockNode)
18848
0
                node = window->DockNode;
18849
0
            else
18850
0
                dock_into_floating_window = true; // Dock into a regular window
18851
0
        }
18852
18853
0
        const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight()));
18854
0
        const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max);
18855
18856
        // Preview docking request and find out split direction/ratio
18857
        //const bool do_preview = true;     // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window.
18858
0
        const bool do_preview = payload->IsPreview() || payload->IsDelivery();
18859
0
        if (do_preview && (node != NULL || dock_into_floating_window))
18860
0
        {
18861
            // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear.
18862
0
            ImGuiDockPreviewData split_inner;
18863
0
            ImGuiDockPreviewData split_outer;
18864
0
            ImGuiDockPreviewData* split_data = &split_inner;
18865
0
            if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode()))
18866
0
                if (ImGuiDockNode* root_node = DockNodeGetRootNode(node))
18867
0
                {
18868
0
                    DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true);
18869
0
                    if (split_outer.IsSplitDirExplicit)
18870
0
                        split_data = &split_outer;
18871
0
                }
18872
0
            if (!node || node->IsLeafNode())
18873
0
                DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false);
18874
0
            if (split_data == &split_outer)
18875
0
                split_inner.IsDropAllowed = false;
18876
18877
            // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes
18878
0
            DockNodePreviewDockRender(window, node, payload_window, &split_inner);
18879
0
            DockNodePreviewDockRender(window, node, payload_window, &split_outer);
18880
18881
            // Queue docking request
18882
0
            if (split_data->IsDropAllowed && payload->IsDelivery())
18883
0
                DockContextQueueDock(&g, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer);
18884
0
        }
18885
0
    }
18886
0
    EndDragDropTarget();
18887
0
}
18888
18889
//-----------------------------------------------------------------------------
18890
// Docking: Settings
18891
//-----------------------------------------------------------------------------
18892
// - DockSettingsRenameNodeReferences()
18893
// - DockSettingsRemoveNodeReferences()
18894
// - DockSettingsFindNodeSettings()
18895
// - DockSettingsHandler_ApplyAll()
18896
// - DockSettingsHandler_ReadOpen()
18897
// - DockSettingsHandler_ReadLine()
18898
// - DockSettingsHandler_DockNodeToSettings()
18899
// - DockSettingsHandler_WriteAll()
18900
//-----------------------------------------------------------------------------
18901
18902
static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id)
18903
0
{
18904
0
    ImGuiContext& g = *GImGui;
18905
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id);
18906
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
18907
0
    {
18908
0
        ImGuiWindow* window = g.Windows[window_n];
18909
0
        if (window->DockId == old_node_id && window->DockNode == NULL)
18910
0
            window->DockId = new_node_id;
18911
0
    }
18912
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18913
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18914
0
        if (settings->DockId == old_node_id)
18915
0
            settings->DockId = new_node_id;
18916
0
}
18917
18918
// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings
18919
static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count)
18920
0
{
18921
0
    ImGuiContext& g = *GImGui;
18922
0
    int found = 0;
18923
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18924
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18925
0
        for (int node_n = 0; node_n < node_ids_count; node_n++)
18926
0
            if (settings->DockId == node_ids[node_n])
18927
0
            {
18928
0
                settings->DockId = 0;
18929
0
                settings->DockOrder = -1;
18930
0
                if (++found < node_ids_count)
18931
0
                    break;
18932
0
                return;
18933
0
            }
18934
0
}
18935
18936
static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id)
18937
0
{
18938
    // FIXME-OPT
18939
0
    ImGuiDockContext* dc = &ctx->DockContext;
18940
0
    for (int n = 0; n < dc->NodesSettings.Size; n++)
18941
0
        if (dc->NodesSettings[n].ID == id)
18942
0
            return &dc->NodesSettings[n];
18943
0
    return NULL;
18944
0
}
18945
18946
// Clear settings data
18947
static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18948
0
{
18949
0
    ImGuiDockContext* dc = &ctx->DockContext;
18950
0
    dc->NodesSettings.clear();
18951
0
    DockContextClearNodes(ctx, 0, true);
18952
0
}
18953
18954
// Recreate nodes based on settings data
18955
static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18956
0
{
18957
    // Prune settings at boot time only
18958
0
    ImGuiDockContext* dc = &ctx->DockContext;
18959
0
    if (ctx->Windows.Size == 0)
18960
0
        DockContextPruneUnusedSettingsNodes(ctx);
18961
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
18962
0
    DockContextBuildAddWindowsToNodes(ctx, 0);
18963
0
}
18964
18965
static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
18966
0
{
18967
0
    if (strcmp(name, "Data") != 0)
18968
0
        return NULL;
18969
0
    return (void*)1;
18970
0
}
18971
18972
static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line)
18973
0
{
18974
0
    char c = 0;
18975
0
    int x = 0, y = 0;
18976
0
    int r = 0;
18977
18978
    // Parsing, e.g.
18979
    // " DockNode   ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 "
18980
    // "   DockNode ID=0x00000002 Parent=0x00000001 "
18981
    // Important: this code expect currently fields in a fixed order.
18982
0
    ImGuiDockNodeSettings node;
18983
0
    line = ImStrSkipBlank(line);
18984
0
    if      (strncmp(line, "DockNode", 8) == 0)  { line = ImStrSkipBlank(line + strlen("DockNode")); }
18985
0
    else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; }
18986
0
    else return;
18987
0
    if (sscanf(line, "ID=0x%08X%n",      &node.ID, &r) == 1)            { line += r; } else return;
18988
0
    if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1)  { line += r; if (node.ParentNodeId == 0) return; }
18989
0
    if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; }
18990
0
    if (node.ParentNodeId == 0)
18991
0
    {
18992
0
        if (sscanf(line, " Pos=%i,%i%n",  &x, &y, &r) == 2)         { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return;
18993
0
        if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2)         { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return;
18994
0
    }
18995
0
    else
18996
0
    {
18997
0
        if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2)      { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); }
18998
0
    }
18999
0
    if (sscanf(line, " Split=%c%n", &c, &r) == 1)                   { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; }
19000
0
    if (sscanf(line, " NoResize=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; }
19001
0
    if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1)             { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; }
19002
0
    if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; }
19003
0
    if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1)            { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; }
19004
0
    if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1)      { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; }
19005
0
    if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1)           { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; }
19006
0
    if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; }
19007
0
    if (node.ParentNodeId != 0)
19008
0
        if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId))
19009
0
            node.Depth = parent_settings->Depth + 1;
19010
0
    ctx->DockContext.NodesSettings.push_back(node);
19011
0
}
19012
19013
static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth)
19014
0
{
19015
0
    ImGuiDockNodeSettings node_settings;
19016
0
    IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3)));
19017
0
    node_settings.ID = node->ID;
19018
0
    node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0;
19019
0
    node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0;
19020
0
    node_settings.SelectedTabId = node->SelectedTabId;
19021
0
    node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None);
19022
0
    node_settings.Depth = (char)depth;
19023
0
    node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_);
19024
0
    node_settings.Pos = ImVec2ih(node->Pos);
19025
0
    node_settings.Size = ImVec2ih(node->Size);
19026
0
    node_settings.SizeRef = ImVec2ih(node->SizeRef);
19027
0
    dc->NodesSettings.push_back(node_settings);
19028
0
    if (node->ChildNodes[0])
19029
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1);
19030
0
    if (node->ChildNodes[1])
19031
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1);
19032
0
}
19033
19034
static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
19035
0
{
19036
0
    ImGuiContext& g = *ctx;
19037
0
    ImGuiDockContext* dc = &ctx->DockContext;
19038
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
19039
0
        return;
19040
19041
    // Gather settings data
19042
    // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer)
19043
0
    dc->NodesSettings.resize(0);
19044
0
    dc->NodesSettings.reserve(dc->Nodes.Data.Size);
19045
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
19046
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
19047
0
            if (node->IsRootNode())
19048
0
                DockSettingsHandler_DockNodeToSettings(dc, node, 0);
19049
19050
0
    int max_depth = 0;
19051
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
19052
0
        max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth);
19053
19054
    // Write to text buffer
19055
0
    buf->appendf("[%s][Data]\n", handler->TypeName);
19056
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
19057
0
    {
19058
0
        const int line_start_pos = buf->size(); (void)line_start_pos;
19059
0
        const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n];
19060
0
        buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, "");  // Text align nodes to facilitate looking at .ini file
19061
0
        buf->appendf(" ID=0x%08X", node_settings->ID);
19062
0
        if (node_settings->ParentNodeId)
19063
0
        {
19064
0
            buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y);
19065
0
        }
19066
0
        else
19067
0
        {
19068
0
            if (node_settings->ParentWindowId)
19069
0
                buf->appendf(" Window=0x%08X", node_settings->ParentWindowId);
19070
0
            buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y);
19071
0
        }
19072
0
        if (node_settings->SplitAxis != ImGuiAxis_None)
19073
0
            buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y');
19074
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoResize)
19075
0
            buf->appendf(" NoResize=1");
19076
0
        if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode)
19077
0
            buf->appendf(" CentralNode=1");
19078
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar)
19079
0
            buf->appendf(" NoTabBar=1");
19080
0
        if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar)
19081
0
            buf->appendf(" HiddenTabBar=1");
19082
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton)
19083
0
            buf->appendf(" NoWindowMenuButton=1");
19084
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton)
19085
0
            buf->appendf(" NoCloseButton=1");
19086
0
        if (node_settings->SelectedTabId)
19087
0
            buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId);
19088
19089
        // [DEBUG] Include comments in the .ini file to ease debugging (this makes saving slower!)
19090
0
        if (g.IO.ConfigDebugIniSettings)
19091
0
            if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID))
19092
0
            {
19093
0
                buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), "");     // Align everything
19094
0
                if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow)
19095
0
                    buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name);
19096
                // Iterate settings so we can give info about windows that didn't exist during the session.
19097
0
                int contains_window = 0;
19098
0
                for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19099
0
                    if (settings->DockId == node_settings->ID)
19100
0
                    {
19101
0
                        if (contains_window++ == 0)
19102
0
                            buf->appendf(" ; contains ");
19103
0
                        buf->appendf("'%s' ", settings->GetName());
19104
0
                    }
19105
0
            }
19106
19107
0
        buf->appendf("\n");
19108
0
    }
19109
0
    buf->appendf("\n");
19110
0
}
19111
19112
19113
//-----------------------------------------------------------------------------
19114
// [SECTION] PLATFORM DEPENDENT HELPERS
19115
//-----------------------------------------------------------------------------
19116
19117
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
19118
19119
#ifdef _MSC_VER
19120
#pragma comment(lib, "user32")
19121
#pragma comment(lib, "kernel32")
19122
#endif
19123
19124
// Win32 clipboard implementation
19125
// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()
19126
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19127
{
19128
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19129
    g.ClipboardHandlerData.clear();
19130
    if (!::OpenClipboard(NULL))
19131
        return NULL;
19132
    HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
19133
    if (wbuf_handle == NULL)
19134
    {
19135
        ::CloseClipboard();
19136
        return NULL;
19137
    }
19138
    if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))
19139
    {
19140
        int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);
19141
        g.ClipboardHandlerData.resize(buf_len);
19142
        ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);
19143
    }
19144
    ::GlobalUnlock(wbuf_handle);
19145
    ::CloseClipboard();
19146
    return g.ClipboardHandlerData.Data;
19147
}
19148
19149
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
19150
{
19151
    if (!::OpenClipboard(NULL))
19152
        return;
19153
    const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);
19154
    HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));
19155
    if (wbuf_handle == NULL)
19156
    {
19157
        ::CloseClipboard();
19158
        return;
19159
    }
19160
    WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);
19161
    ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);
19162
    ::GlobalUnlock(wbuf_handle);
19163
    ::EmptyClipboard();
19164
    if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)
19165
        ::GlobalFree(wbuf_handle);
19166
    ::CloseClipboard();
19167
}
19168
19169
#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)
19170
19171
#include <Carbon/Carbon.h>  // Use old API to avoid need for separate .mm file
19172
static PasteboardRef main_clipboard = 0;
19173
19174
// OSX clipboard implementation
19175
// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!
19176
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
19177
{
19178
    if (!main_clipboard)
19179
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
19180
    PasteboardClear(main_clipboard);
19181
    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));
19182
    if (cf_data)
19183
    {
19184
        PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);
19185
        CFRelease(cf_data);
19186
    }
19187
}
19188
19189
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19190
{
19191
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19192
    if (!main_clipboard)
19193
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
19194
    PasteboardSynchronize(main_clipboard);
19195
19196
    ItemCount item_count = 0;
19197
    PasteboardGetItemCount(main_clipboard, &item_count);
19198
    for (ItemCount i = 0; i < item_count; i++)
19199
    {
19200
        PasteboardItemID item_id = 0;
19201
        PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);
19202
        CFArrayRef flavor_type_array = 0;
19203
        PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);
19204
        for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)
19205
        {
19206
            CFDataRef cf_data;
19207
            if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)
19208
            {
19209
                g.ClipboardHandlerData.clear();
19210
                int length = (int)CFDataGetLength(cf_data);
19211
                g.ClipboardHandlerData.resize(length + 1);
19212
                CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);
19213
                g.ClipboardHandlerData[length] = 0;
19214
                CFRelease(cf_data);
19215
                return g.ClipboardHandlerData.Data;
19216
            }
19217
        }
19218
    }
19219
    return NULL;
19220
}
19221
19222
#else
19223
19224
// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.
19225
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19226
0
{
19227
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19228
0
    return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();
19229
0
}
19230
19231
static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text)
19232
0
{
19233
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19234
0
    g.ClipboardHandlerData.clear();
19235
0
    const char* text_end = text + strlen(text);
19236
0
    g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
19237
0
    memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
19238
0
    g.ClipboardHandlerData[(int)(text_end - text)] = 0;
19239
0
}
19240
19241
#endif
19242
19243
// Win32 API IME support (for Asian languages, etc.)
19244
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
19245
19246
#include <imm.h>
19247
#ifdef _MSC_VER
19248
#pragma comment(lib, "imm32")
19249
#endif
19250
19251
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
19252
{
19253
    // Notify OS Input Method Editor of text input position
19254
    HWND hwnd = (HWND)viewport->PlatformHandleRaw;
19255
    if (hwnd == 0)
19256
        return;
19257
19258
    //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);
19259
    if (HIMC himc = ::ImmGetContext(hwnd))
19260
    {
19261
        COMPOSITIONFORM composition_form = {};
19262
        composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
19263
        composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
19264
        composition_form.dwStyle = CFS_FORCE_POSITION;
19265
        ::ImmSetCompositionWindow(himc, &composition_form);
19266
        CANDIDATEFORM candidate_form = {};
19267
        candidate_form.dwStyle = CFS_CANDIDATEPOS;
19268
        candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
19269
        candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
19270
        ::ImmSetCandidateWindow(himc, &candidate_form);
19271
        ::ImmReleaseContext(hwnd, himc);
19272
    }
19273
}
19274
19275
#else
19276
19277
0
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {}
19278
19279
#endif
19280
19281
//-----------------------------------------------------------------------------
19282
// [SECTION] METRICS/DEBUGGER WINDOW
19283
//-----------------------------------------------------------------------------
19284
// - RenderViewportThumbnail() [Internal]
19285
// - RenderViewportsThumbnails() [Internal]
19286
// - DebugTextEncoding()
19287
// - MetricsHelpMarker() [Internal]
19288
// - ShowFontAtlas() [Internal]
19289
// - ShowMetricsWindow()
19290
// - DebugNodeColumns() [Internal]
19291
// - DebugNodeDockNode() [Internal]
19292
// - DebugNodeDrawList() [Internal]
19293
// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
19294
// - DebugNodeFont() [Internal]
19295
// - DebugNodeFontGlyph() [Internal]
19296
// - DebugNodeStorage() [Internal]
19297
// - DebugNodeTabBar() [Internal]
19298
// - DebugNodeViewport() [Internal]
19299
// - DebugNodeWindow() [Internal]
19300
// - DebugNodeWindowSettings() [Internal]
19301
// - DebugNodeWindowsList() [Internal]
19302
// - DebugNodeWindowsListByBeginStackParent() [Internal]
19303
//-----------------------------------------------------------------------------
19304
19305
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
19306
19307
void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
19308
0
{
19309
0
    ImGuiContext& g = *GImGui;
19310
0
    ImGuiWindow* window = g.CurrentWindow;
19311
19312
0
    ImVec2 scale = bb.GetSize() / viewport->Size;
19313
0
    ImVec2 off = bb.Min - viewport->Pos * scale;
19314
0
    float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f;
19315
0
    window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
19316
0
    for (ImGuiWindow* thumb_window : g.Windows)
19317
0
    {
19318
0
        if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
19319
0
            continue;
19320
0
        if (thumb_window->Viewport != viewport)
19321
0
            continue;
19322
19323
0
        ImRect thumb_r = thumb_window->Rect();
19324
0
        ImRect title_r = thumb_window->TitleBarRect();
19325
0
        thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off +  thumb_r.Max * scale));
19326
0
        title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off +  ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height
19327
0
        thumb_r.ClipWithFull(bb);
19328
0
        title_r.ClipWithFull(bb);
19329
0
        const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
19330
0
        window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));
19331
0
        window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
19332
0
        window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
19333
0
        window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));
19334
0
    }
19335
0
    draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
19336
0
}
19337
19338
static void RenderViewportsThumbnails()
19339
0
{
19340
0
    ImGuiContext& g = *GImGui;
19341
0
    ImGuiWindow* window = g.CurrentWindow;
19342
19343
    // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports.
19344
0
    float SCALE = 1.0f / 8.0f;
19345
0
    ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
19346
0
    for (ImGuiViewportP* viewport : g.Viewports)
19347
0
        bb_full.Add(viewport->GetMainRect());
19348
0
    ImVec2 p = window->DC.CursorPos;
19349
0
    ImVec2 off = p - bb_full.Min * SCALE;
19350
0
    for (ImGuiViewportP* viewport : g.Viewports)
19351
0
    {
19352
0
        ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);
19353
0
        ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);
19354
0
    }
19355
0
    ImGui::Dummy(bb_full.GetSize() * SCALE);
19356
0
}
19357
19358
static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs)
19359
0
{
19360
0
    const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs;
19361
0
    const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs;
19362
0
    return b->LastFocusedStampCount - a->LastFocusedStampCount;
19363
0
}
19364
19365
// Draw an arbitrary US keyboard layout to visualize translated keys
19366
void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
19367
0
{
19368
0
    const ImVec2 key_size = ImVec2(35.0f, 35.0f);
19369
0
    const float  key_rounding = 3.0f;
19370
0
    const ImVec2 key_face_size = ImVec2(25.0f, 25.0f);
19371
0
    const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f);
19372
0
    const float  key_face_rounding = 2.0f;
19373
0
    const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f);
19374
0
    const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
19375
0
    const float  key_row_offset = 9.0f;
19376
19377
0
    ImVec2 board_min = GetCursorScreenPos();
19378
0
    ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
19379
0
    ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
19380
19381
0
    struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
19382
0
    const KeyLayoutData keys_to_display[] =
19383
0
    {
19384
0
        { 0, 0, "", ImGuiKey_Tab },      { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
19385
0
        { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
19386
0
        { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
19387
0
    };
19388
19389
    // Elements rendered manually via ImDrawList API are not clipped automatically.
19390
    // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
19391
0
    Dummy(board_max - board_min);
19392
0
    if (!IsItemVisible())
19393
0
        return;
19394
0
    draw_list->PushClipRect(board_min, board_max, true);
19395
0
    for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
19396
0
    {
19397
0
        const KeyLayoutData* key_data = &keys_to_display[n];
19398
0
        ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
19399
0
        ImVec2 key_max = key_min + key_size;
19400
0
        draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
19401
0
        draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
19402
0
        ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
19403
0
        ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
19404
0
        draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
19405
0
        draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
19406
0
        ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
19407
0
        draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
19408
0
        if (IsKeyDown(key_data->Key))
19409
0
            draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
19410
0
    }
19411
0
    draw_list->PopClipRect();
19412
0
}
19413
19414
// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.
19415
void ImGui::DebugTextEncoding(const char* str)
19416
0
{
19417
0
    Text("Text: \"%s\"", str);
19418
0
    if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable))
19419
0
        return;
19420
0
    TableSetupColumn("Offset");
19421
0
    TableSetupColumn("UTF-8");
19422
0
    TableSetupColumn("Glyph");
19423
0
    TableSetupColumn("Codepoint");
19424
0
    TableHeadersRow();
19425
0
    for (const char* p = str; *p != 0; )
19426
0
    {
19427
0
        unsigned int c;
19428
0
        const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);
19429
0
        TableNextColumn();
19430
0
        Text("%d", (int)(p - str));
19431
0
        TableNextColumn();
19432
0
        for (int byte_index = 0; byte_index < c_utf8_len; byte_index++)
19433
0
        {
19434
0
            if (byte_index > 0)
19435
0
                SameLine();
19436
0
            Text("0x%02X", (int)(unsigned char)p[byte_index]);
19437
0
        }
19438
0
        TableNextColumn();
19439
0
        if (GetFont()->FindGlyphNoFallback((ImWchar)c))
19440
0
            TextUnformatted(p, p + c_utf8_len);
19441
0
        else
19442
0
            TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]");
19443
0
        TableNextColumn();
19444
0
        Text("U+%04X", (int)c);
19445
0
        p += c_utf8_len;
19446
0
    }
19447
0
    EndTable();
19448
0
}
19449
19450
static void DebugFlashStyleColorStop()
19451
0
{
19452
0
    ImGuiContext& g = *GImGui;
19453
0
    if (g.DebugFlashStyleColorIdx != ImGuiCol_COUNT)
19454
0
        g.Style.Colors[g.DebugFlashStyleColorIdx] = g.DebugFlashStyleColorBackup;
19455
0
    g.DebugFlashStyleColorIdx = ImGuiCol_COUNT;
19456
0
}
19457
19458
// Flash a given style color for some + inhibit modifications of this color via PushStyleColor() calls.
19459
void ImGui::DebugFlashStyleColor(ImGuiCol idx)
19460
0
{
19461
0
    ImGuiContext& g = *GImGui;
19462
0
    DebugFlashStyleColorStop();
19463
0
    g.DebugFlashStyleColorTime = 0.5f;
19464
0
    g.DebugFlashStyleColorIdx = idx;
19465
0
    g.DebugFlashStyleColorBackup = g.Style.Colors[idx];
19466
0
}
19467
19468
void ImGui::UpdateDebugToolFlashStyleColor()
19469
0
{
19470
0
    ImGuiContext& g = *GImGui;
19471
0
    if (g.DebugFlashStyleColorTime <= 0.0f)
19472
0
        return;
19473
0
    ColorConvertHSVtoRGB(cosf(g.DebugFlashStyleColorTime * 6.0f) * 0.5f + 0.5f, 0.5f, 0.5f, g.Style.Colors[g.DebugFlashStyleColorIdx].x, g.Style.Colors[g.DebugFlashStyleColorIdx].y, g.Style.Colors[g.DebugFlashStyleColorIdx].z);
19474
0
    g.Style.Colors[g.DebugFlashStyleColorIdx].w = 1.0f;
19475
0
    if ((g.DebugFlashStyleColorTime -= g.IO.DeltaTime) <= 0.0f)
19476
0
        DebugFlashStyleColorStop();
19477
0
}
19478
19479
// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
19480
static void MetricsHelpMarker(const char* desc)
19481
0
{
19482
0
    ImGui::TextDisabled("(?)");
19483
0
    if (ImGui::BeginItemTooltip())
19484
0
    {
19485
0
        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
19486
0
        ImGui::TextUnformatted(desc);
19487
0
        ImGui::PopTextWrapPos();
19488
0
        ImGui::EndTooltip();
19489
0
    }
19490
0
}
19491
19492
// [DEBUG] List fonts in a font atlas and display its texture
19493
void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
19494
0
{
19495
0
    for (ImFont* font : atlas->Fonts)
19496
0
    {
19497
0
        PushID(font);
19498
0
        DebugNodeFont(font);
19499
0
        PopID();
19500
0
    }
19501
0
    if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
19502
0
    {
19503
0
        ImGuiContext& g = *GImGui;
19504
0
        ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19505
0
        Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons
19506
0
        ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
19507
0
        ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border);
19508
0
        Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
19509
0
        TreePop();
19510
0
    }
19511
0
}
19512
19513
void ImGui::ShowMetricsWindow(bool* p_open)
19514
0
{
19515
0
    ImGuiContext& g = *GImGui;
19516
0
    ImGuiIO& io = g.IO;
19517
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19518
0
    if (cfg->ShowDebugLog)
19519
0
        ShowDebugLogWindow(&cfg->ShowDebugLog);
19520
0
    if (cfg->ShowIDStackTool)
19521
0
        ShowIDStackToolWindow(&cfg->ShowIDStackTool);
19522
19523
0
    if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1)
19524
0
    {
19525
0
        End();
19526
0
        return;
19527
0
    }
19528
19529
    // Basic info
19530
0
    Text("Dear ImGui %s", GetVersion());
19531
0
    Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
19532
0
    Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
19533
0
    Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount);
19534
    //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }
19535
19536
0
    Separator();
19537
19538
    // Debugging enums
19539
0
    enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
19540
0
    const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" };
19541
0
    enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type
19542
0
    const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" };
19543
0
    if (cfg->ShowWindowsRectsType < 0)
19544
0
        cfg->ShowWindowsRectsType = WRT_WorkRect;
19545
0
    if (cfg->ShowTablesRectsType < 0)
19546
0
        cfg->ShowTablesRectsType = TRT_WorkRect;
19547
19548
0
    struct Funcs
19549
0
    {
19550
0
        static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)
19551
0
        {
19552
0
            ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance
19553
0
            if (rect_type == TRT_OuterRect)                     { return table->OuterRect; }
19554
0
            else if (rect_type == TRT_InnerRect)                { return table->InnerRect; }
19555
0
            else if (rect_type == TRT_WorkRect)                 { return table->WorkRect; }
19556
0
            else if (rect_type == TRT_HostClipRect)             { return table->HostClipRect; }
19557
0
            else if (rect_type == TRT_InnerClipRect)            { return table->InnerClipRect; }
19558
0
            else if (rect_type == TRT_BackgroundClipRect)       { return table->BgClipRect; }
19559
0
            else if (rect_type == TRT_ColumnsRect)              { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }
19560
0
            else if (rect_type == TRT_ColumnsWorkRect)          { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }
19561
0
            else if (rect_type == TRT_ColumnsClipRect)          { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
19562
0
            else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } // Note: y1/y2 not always accurate
19563
0
            else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); }
19564
0
            else if (rect_type == TRT_ColumnsContentFrozen)     { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); }
19565
0
            else if (rect_type == TRT_ColumnsContentUnfrozen)   { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }
19566
0
            IM_ASSERT(0);
19567
0
            return ImRect();
19568
0
        }
19569
19570
0
        static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
19571
0
        {
19572
0
            if (rect_type == WRT_OuterRect)                 { return window->Rect(); }
19573
0
            else if (rect_type == WRT_OuterRectClipped)     { return window->OuterRectClipped; }
19574
0
            else if (rect_type == WRT_InnerRect)            { return window->InnerRect; }
19575
0
            else if (rect_type == WRT_InnerClipRect)        { return window->InnerClipRect; }
19576
0
            else if (rect_type == WRT_WorkRect)             { return window->WorkRect; }
19577
0
            else if (rect_type == WRT_Content)              { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
19578
0
            else if (rect_type == WRT_ContentIdeal)         { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }
19579
0
            else if (rect_type == WRT_ContentRegionRect)    { return window->ContentRegionRect; }
19580
0
            IM_ASSERT(0);
19581
0
            return ImRect();
19582
0
        }
19583
0
    };
19584
19585
    // Tools
19586
0
    if (TreeNode("Tools"))
19587
0
    {
19588
0
        bool show_encoding_viewer = TreeNode("UTF-8 Encoding viewer");
19589
0
        SameLine();
19590
0
        MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.");
19591
0
        if (show_encoding_viewer)
19592
0
        {
19593
0
            static char buf[100] = "";
19594
0
            SetNextItemWidth(-FLT_MIN);
19595
0
            InputText("##Text", buf, IM_ARRAYSIZE(buf));
19596
0
            if (buf[0] != 0)
19597
0
                DebugTextEncoding(buf);
19598
0
            TreePop();
19599
0
        }
19600
19601
        // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
19602
0
        if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive)
19603
0
            DebugStartItemPicker();
19604
0
        SameLine();
19605
0
        MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
19606
19607
0
        Checkbox("Show Debug Log", &cfg->ShowDebugLog);
19608
0
        SameLine();
19609
0
        MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code.");
19610
19611
0
        Checkbox("Show ID Stack Tool", &cfg->ShowIDStackTool);
19612
0
        SameLine();
19613
0
        MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code.");
19614
19615
0
        Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);
19616
0
        Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);
19617
0
        SameLine();
19618
0
        SetNextItemWidth(GetFontSize() * 12);
19619
0
        cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);
19620
0
        if (cfg->ShowWindowsRects && g.NavWindow != NULL)
19621
0
        {
19622
0
            BulletText("'%s':", g.NavWindow->Name);
19623
0
            Indent();
19624
0
            for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
19625
0
            {
19626
0
                ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
19627
0
                Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
19628
0
            }
19629
0
            Unindent();
19630
0
        }
19631
19632
0
        Checkbox("Show tables rectangles", &cfg->ShowTablesRects);
19633
0
        SameLine();
19634
0
        SetNextItemWidth(GetFontSize() * 12);
19635
0
        cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);
19636
0
        if (cfg->ShowTablesRects && g.NavWindow != NULL)
19637
0
        {
19638
0
            for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
19639
0
            {
19640
0
                ImGuiTable* table = g.Tables.TryGetMapData(table_n);
19641
0
                if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
19642
0
                    continue;
19643
19644
0
                BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
19645
0
                if (IsItemHovered())
19646
0
                    GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19647
0
                Indent();
19648
0
                char buf[128];
19649
0
                for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
19650
0
                {
19651
0
                    if (rect_n >= TRT_ColumnsRect)
19652
0
                    {
19653
0
                        if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)
19654
0
                            continue;
19655
0
                        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
19656
0
                        {
19657
0
                            ImRect r = Funcs::GetTableRect(table, rect_n, column_n);
19658
0
                            ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
19659
0
                            Selectable(buf);
19660
0
                            if (IsItemHovered())
19661
0
                                GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19662
0
                        }
19663
0
                    }
19664
0
                    else
19665
0
                    {
19666
0
                        ImRect r = Funcs::GetTableRect(table, rect_n, -1);
19667
0
                        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
19668
0
                        Selectable(buf);
19669
0
                        if (IsItemHovered())
19670
0
                            GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19671
0
                    }
19672
0
                }
19673
0
                Unindent();
19674
0
            }
19675
0
        }
19676
0
        Checkbox("Show groups rectangles", &g.DebugShowGroupRects); // Storing in context as this is used by group code and prefers to be in hot-data
19677
19678
0
        Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop);
19679
0
        SameLine();
19680
0
        MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");
19681
19682
0
        TreePop();
19683
0
    }
19684
19685
    // Windows
19686
0
    if (TreeNode("Windows", "Windows (%d)", g.Windows.Size))
19687
0
    {
19688
        //SetNextItemOpen(true, ImGuiCond_Once);
19689
0
        DebugNodeWindowsList(&g.Windows, "By display order");
19690
0
        DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)");
19691
0
        if (TreeNode("By submission order (begin stack)"))
19692
0
        {
19693
            // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!
19694
0
            ImVector<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer;
19695
0
            temp_buffer.resize(0);
19696
0
            for (ImGuiWindow* window : g.Windows)
19697
0
                if (window->LastFrameActive + 1 >= g.FrameCount)
19698
0
                    temp_buffer.push_back(window);
19699
0
            struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };
19700
0
            ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);
19701
0
            DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);
19702
0
            TreePop();
19703
0
        }
19704
19705
0
        TreePop();
19706
0
    }
19707
19708
    // DrawLists
19709
0
    int drawlist_count = 0;
19710
0
    for (ImGuiViewportP* viewport : g.Viewports)
19711
0
        drawlist_count += viewport->DrawDataP.CmdLists.Size;
19712
0
    if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
19713
0
    {
19714
0
        Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
19715
0
        Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
19716
0
        for (ImGuiViewportP* viewport : g.Viewports)
19717
0
        {
19718
0
            bool viewport_has_drawlist = false;
19719
0
            for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
19720
0
            {
19721
0
                if (!viewport_has_drawlist)
19722
0
                    Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID);
19723
0
                viewport_has_drawlist = true;
19724
0
                DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
19725
0
            }
19726
0
        }
19727
0
        TreePop();
19728
0
    }
19729
19730
    // Viewports
19731
0
    if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
19732
0
    {
19733
0
        Indent(GetTreeNodeToLabelSpacing());
19734
0
        RenderViewportsThumbnails();
19735
0
        Unindent(GetTreeNodeToLabelSpacing());
19736
19737
0
        bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size);
19738
0
        SameLine();
19739
0
        MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors.");
19740
0
        if (open)
19741
0
        {
19742
0
            for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
19743
0
            {
19744
0
                const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i];
19745
0
                BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)",
19746
0
                    i, mon.DpiScale * 100.0f,
19747
0
                    mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y,
19748
0
                    mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y);
19749
0
            }
19750
0
            TreePop();
19751
0
        }
19752
19753
0
        BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
19754
0
        if (TreeNode("Inferred Z order (front-to-back)"))
19755
0
        {
19756
0
            static ImVector<ImGuiViewportP*> viewports;
19757
0
            viewports.resize(g.Viewports.Size);
19758
0
            memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes());
19759
0
            if (viewports.Size > 1)
19760
0
                ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount);
19761
0
            for (ImGuiViewportP* viewport : viewports)
19762
0
                BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"",
19763
0
                    viewport->Idx, viewport->ID, viewport->LastFocusedStampCount,
19764
0
                    (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A",
19765
0
                    viewport->Window ? viewport->Window->Name : "N/A");
19766
0
            TreePop();
19767
0
        }
19768
0
        for (ImGuiViewportP* viewport : g.Viewports)
19769
0
            DebugNodeViewport(viewport);
19770
0
        TreePop();
19771
0
    }
19772
19773
    // Details for Popups
19774
0
    if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
19775
0
    {
19776
0
        for (const ImGuiPopupData& popup_data : g.OpenPopupStack)
19777
0
        {
19778
            // As it's difficult to interact with tree nodes while popups are open, we display everything inline.
19779
0
            ImGuiWindow* window = popup_data.Window;
19780
0
            BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'",
19781
0
                popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",
19782
0
                popup_data.BackupNavWindow ? popup_data.BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");
19783
0
        }
19784
0
        TreePop();
19785
0
    }
19786
19787
    // Details for TabBars
19788
0
    if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount()))
19789
0
    {
19790
0
        for (int n = 0; n < g.TabBars.GetMapSize(); n++)
19791
0
            if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))
19792
0
            {
19793
0
                PushID(tab_bar);
19794
0
                DebugNodeTabBar(tab_bar, "TabBar");
19795
0
                PopID();
19796
0
            }
19797
0
        TreePop();
19798
0
    }
19799
19800
    // Details for Tables
19801
0
    if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount()))
19802
0
    {
19803
0
        for (int n = 0; n < g.Tables.GetMapSize(); n++)
19804
0
            if (ImGuiTable* table = g.Tables.TryGetMapData(n))
19805
0
                DebugNodeTable(table);
19806
0
        TreePop();
19807
0
    }
19808
19809
    // Details for Fonts
19810
0
    ImFontAtlas* atlas = g.IO.Fonts;
19811
0
    if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
19812
0
    {
19813
0
        ShowFontAtlas(atlas);
19814
0
        TreePop();
19815
0
    }
19816
19817
    // Details for InputText
19818
0
    if (TreeNode("InputText"))
19819
0
    {
19820
0
        DebugNodeInputTextState(&g.InputTextState);
19821
0
        TreePop();
19822
0
    }
19823
19824
    // Details for TypingSelect
19825
0
    if (TreeNode("TypingSelect", "TypingSelect (%d)", g.TypingSelectState.SearchBuffer[0] != 0 ? 1 : 0))
19826
0
    {
19827
0
        DebugNodeTypingSelectState(&g.TypingSelectState);
19828
0
        TreePop();
19829
0
    }
19830
19831
    // Details for Docking
19832
0
#ifdef IMGUI_HAS_DOCK
19833
0
    if (TreeNode("Docking"))
19834
0
    {
19835
0
        static bool root_nodes_only = true;
19836
0
        ImGuiDockContext* dc = &g.DockContext;
19837
0
        Checkbox("List root nodes", &root_nodes_only);
19838
0
        Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes);
19839
0
        if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); }
19840
0
        SameLine();
19841
0
        if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; }
19842
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
19843
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
19844
0
                if (!root_nodes_only || node->IsRootNode())
19845
0
                    DebugNodeDockNode(node, "Node");
19846
0
        TreePop();
19847
0
    }
19848
0
#endif // #ifdef IMGUI_HAS_DOCK
19849
19850
    // Settings
19851
0
    if (TreeNode("Settings"))
19852
0
    {
19853
0
        if (SmallButton("Clear"))
19854
0
            ClearIniSettings();
19855
0
        SameLine();
19856
0
        if (SmallButton("Save to memory"))
19857
0
            SaveIniSettingsToMemory();
19858
0
        SameLine();
19859
0
        if (SmallButton("Save to disk"))
19860
0
            SaveIniSettingsToDisk(g.IO.IniFilename);
19861
0
        SameLine();
19862
0
        if (g.IO.IniFilename)
19863
0
            Text("\"%s\"", g.IO.IniFilename);
19864
0
        else
19865
0
            TextUnformatted("<NULL>");
19866
0
        Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings);
19867
0
        Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
19868
0
        if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
19869
0
        {
19870
0
            for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
19871
0
                BulletText("\"%s\"", handler.TypeName);
19872
0
            TreePop();
19873
0
        }
19874
0
        if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))
19875
0
        {
19876
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19877
0
                DebugNodeWindowSettings(settings);
19878
0
            TreePop();
19879
0
        }
19880
19881
0
        if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))
19882
0
        {
19883
0
            for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
19884
0
                DebugNodeTableSettings(settings);
19885
0
            TreePop();
19886
0
        }
19887
19888
0
#ifdef IMGUI_HAS_DOCK
19889
0
        if (TreeNode("SettingsDocking", "Settings packed data: Docking"))
19890
0
        {
19891
0
            ImGuiDockContext* dc = &g.DockContext;
19892
0
            Text("In SettingsWindows:");
19893
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19894
0
                if (settings->DockId != 0)
19895
0
                    BulletText("Window '%s' -> DockId %08X DockOrder=%d", settings->GetName(), settings->DockId, settings->DockOrder);
19896
0
            Text("In SettingsNodes:");
19897
0
            for (int n = 0; n < dc->NodesSettings.Size; n++)
19898
0
            {
19899
0
                ImGuiDockNodeSettings* settings = &dc->NodesSettings[n];
19900
0
                const char* selected_tab_name = NULL;
19901
0
                if (settings->SelectedTabId)
19902
0
                {
19903
0
                    if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId))
19904
0
                        selected_tab_name = window->Name;
19905
0
                    else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId))
19906
0
                        selected_tab_name = window_settings->GetName();
19907
0
                }
19908
0
                BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : "");
19909
0
            }
19910
0
            TreePop();
19911
0
        }
19912
0
#endif // #ifdef IMGUI_HAS_DOCK
19913
19914
0
        if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
19915
0
        {
19916
0
            InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);
19917
0
            TreePop();
19918
0
        }
19919
0
        TreePop();
19920
0
    }
19921
19922
    // Settings
19923
0
    if (TreeNode("Memory allocations"))
19924
0
    {
19925
0
        ImGuiDebugAllocInfo* info = &g.DebugAllocInfo;
19926
0
        Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount);
19927
0
        Text("Recent frames with allocations:");
19928
0
        int buf_size = IM_ARRAYSIZE(info->LastEntriesBuf);
19929
0
        for (int n = buf_size - 1; n >= 0; n--)
19930
0
        {
19931
0
            ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size];
19932
0
            BulletText("Frame %06d: %+3d ( %2d malloc, %2d free )%s", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount, (n == 0) ? " (most recent)" : "");
19933
0
        }
19934
0
        TreePop();
19935
0
    }
19936
19937
0
    if (TreeNode("Inputs"))
19938
0
    {
19939
0
        Text("KEYBOARD/GAMEPAD/MOUSE KEYS");
19940
0
        {
19941
            // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
19942
            // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
19943
0
            Indent();
19944
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
19945
0
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
19946
#else
19947
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
19948
            //Text("Legacy raw:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }
19949
#endif
19950
0
            Text("Keys down:");         for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue;     SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
19951
0
            Text("Keys pressed:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue;  SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19952
0
            Text("Keys released:");     for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19953
0
            Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
19954
0
            Text("Chars queue:");       for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
19955
0
            DebugRenderKeyboardPreview(GetWindowDrawList());
19956
0
            Unindent();
19957
0
        }
19958
19959
0
        Text("MOUSE STATE");
19960
0
        {
19961
0
            Indent();
19962
0
            if (IsMousePosValid())
19963
0
                Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
19964
0
            else
19965
0
                Text("Mouse pos: <INVALID>");
19966
0
            Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
19967
0
            int count = IM_ARRAYSIZE(io.MouseDown);
19968
0
            Text("Mouse down:");     for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
19969
0
            Text("Mouse clicked:");  for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }
19970
0
            Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }
19971
0
            Text("Mouse wheel: %.1f", io.MouseWheel);
19972
0
            Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer);
19973
0
            Text("Mouse source: %s", GetMouseSourceName(io.MouseSource));
19974
0
            Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
19975
0
            Unindent();
19976
0
        }
19977
19978
0
        Text("MOUSE WHEELING");
19979
0
        {
19980
0
            Indent();
19981
0
            Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL");
19982
0
            Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer);
19983
0
            Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : "<none>");
19984
0
            Unindent();
19985
0
        }
19986
19987
0
        Text("KEY OWNERS");
19988
0
        {
19989
0
            Indent();
19990
0
            if (BeginChild("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings))
19991
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
19992
0
                {
19993
0
                    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
19994
0
                    if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
19995
0
                        continue;
19996
0
                    Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
19997
0
                        owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
19998
0
                    DebugLocateItemOnHover(owner_data->OwnerCurr);
19999
0
                }
20000
0
            EndChild();
20001
0
            Unindent();
20002
0
        }
20003
0
        Text("SHORTCUT ROUTING");
20004
0
        {
20005
0
            Indent();
20006
0
            if (BeginChild("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings))
20007
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
20008
0
                {
20009
0
                    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
20010
0
                    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )
20011
0
                    {
20012
0
                        char key_chord_name[64];
20013
0
                        ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];
20014
0
                        GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name));
20015
0
                        Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr);
20016
0
                        DebugLocateItemOnHover(routing_data->RoutingCurr);
20017
0
                        idx = routing_data->NextEntryIndex;
20018
0
                    }
20019
0
                }
20020
0
            EndChild();
20021
0
            Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
20022
0
            Unindent();
20023
0
        }
20024
0
        TreePop();
20025
0
    }
20026
20027
0
    if (TreeNode("Internal state"))
20028
0
    {
20029
0
        Text("WINDOWING");
20030
0
        Indent();
20031
0
        Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
20032
0
        Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL");
20033
0
        Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
20034
0
        Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0);
20035
0
        Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
20036
0
        Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
20037
0
        Unindent();
20038
20039
0
        Text("ITEMS");
20040
0
        Indent();
20041
0
        Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));
20042
0
        DebugLocateItemOnHover(g.ActiveId);
20043
0
        Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
20044
0
        Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
20045
0
        Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
20046
0
        Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer);
20047
0
        Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
20048
0
        DebugLocateItemOnHover(g.DragDropPayload.SourceId);
20049
0
        Unindent();
20050
20051
0
        Text("NAV,FOCUS");
20052
0
        Indent();
20053
0
        Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
20054
0
        Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
20055
0
        DebugLocateItemOnHover(g.NavId);
20056
0
        Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
20057
0
        Text("NavLastValidSelectionUserData = %" IM_PRId64 " (0x%" IM_PRIX64 ")", g.NavLastValidSelectionUserData, g.NavLastValidSelectionUserData);
20058
0
        Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
20059
0
        Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);
20060
0
        Text("NavActivateFlags: %04X", g.NavActivateFlags);
20061
0
        Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
20062
0
        Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
20063
0
        Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
20064
0
        Unindent();
20065
20066
0
        TreePop();
20067
0
    }
20068
20069
    // Overlay: Display windows Rectangles and Begin Order
20070
0
    if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)
20071
0
    {
20072
0
        for (ImGuiWindow* window : g.Windows)
20073
0
        {
20074
0
            if (!window->WasActive)
20075
0
                continue;
20076
0
            ImDrawList* draw_list = GetForegroundDrawList(window);
20077
0
            if (cfg->ShowWindowsRects)
20078
0
            {
20079
0
                ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);
20080
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
20081
0
            }
20082
0
            if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))
20083
0
            {
20084
0
                char buf[32];
20085
0
                ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
20086
0
                float font_size = GetFontSize();
20087
0
                draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
20088
0
                draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);
20089
0
            }
20090
0
        }
20091
0
    }
20092
20093
    // Overlay: Display Tables Rectangles
20094
0
    if (cfg->ShowTablesRects)
20095
0
    {
20096
0
        for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
20097
0
        {
20098
0
            ImGuiTable* table = g.Tables.TryGetMapData(table_n);
20099
0
            if (table == NULL || table->LastFrameActive < g.FrameCount - 1)
20100
0
                continue;
20101
0
            ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
20102
0
            if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)
20103
0
            {
20104
0
                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
20105
0
                {
20106
0
                    ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);
20107
0
                    ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);
20108
0
                    float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;
20109
0
                    draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);
20110
0
                }
20111
0
            }
20112
0
            else
20113
0
            {
20114
0
                ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);
20115
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
20116
0
            }
20117
0
        }
20118
0
    }
20119
20120
0
#ifdef IMGUI_HAS_DOCK
20121
    // Overlay: Display Docking info
20122
0
    if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode)
20123
0
    {
20124
0
        char buf[64] = "";
20125
0
        char* p = buf;
20126
0
        ImGuiDockNode* node = g.DebugHoveredDockNode;
20127
0
        ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
20128
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : "");
20129
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId);
20130
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y);
20131
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y);
20132
0
        int depth = DockNodeGetDepth(node);
20133
0
        overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255));
20134
0
        ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth;
20135
0
        overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
20136
0
        overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf);
20137
0
    }
20138
0
#endif // #ifdef IMGUI_HAS_DOCK
20139
20140
0
    End();
20141
0
}
20142
20143
// [DEBUG] Display contents of Columns
20144
void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
20145
0
{
20146
0
    if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
20147
0
        return;
20148
0
    BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
20149
0
    for (ImGuiOldColumnData& column : columns->Columns)
20150
0
        BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm));
20151
0
    TreePop();
20152
0
}
20153
20154
static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled)
20155
0
{
20156
0
    using namespace ImGui;
20157
0
    PushID(label);
20158
0
    PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f));
20159
0
    Text("%s:", label);
20160
0
    if (!enabled)
20161
0
        BeginDisabled();
20162
0
    CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize);
20163
0
    CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX);
20164
0
    CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY);
20165
0
    CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar);
20166
0
    CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar);
20167
0
    CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton);
20168
0
    CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton);
20169
0
    CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); // Multiple flags
20170
0
    CheckboxFlags("NoDockingSplit", p_flags, ImGuiDockNodeFlags_NoDockingSplit);
20171
0
    CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther);
20172
0
    CheckboxFlags("NoDockingOver", p_flags, ImGuiDockNodeFlags_NoDockingOverMe);
20173
0
    CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther);
20174
0
    CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty);
20175
0
    CheckboxFlags("NoUndocking", p_flags, ImGuiDockNodeFlags_NoUndocking);
20176
0
    if (!enabled)
20177
0
        EndDisabled();
20178
0
    PopStyleVar();
20179
0
    PopID();
20180
0
}
20181
20182
// [DEBUG] Display contents of ImDockNode
20183
void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label)
20184
0
{
20185
0
    ImGuiContext& g = *GImGui;
20186
0
    const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2);    // Submitted with ImGuiDockNodeFlags_KeepAliveOnly
20187
0
    const bool is_active = (g.FrameCount - node->LastFrameActive < 2);  // Submitted
20188
0
    if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20189
0
    bool open;
20190
0
    ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
20191
0
    if (node->Windows.Size > 0)
20192
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
20193
0
    else
20194
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
20195
0
    if (!is_alive) { PopStyleColor(); }
20196
0
    if (is_active && IsItemHovered())
20197
0
        if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow)
20198
0
            GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255));
20199
0
    if (open)
20200
0
    {
20201
0
        IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node);
20202
0
        IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node);
20203
0
        BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)",
20204
0
            node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y);
20205
0
        DebugNodeWindow(node->HostWindow, "HostWindow");
20206
0
        DebugNodeWindow(node->VisibleWindow, "VisibleWindow");
20207
0
        BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId);
20208
0
        BulletText("Misc:%s%s%s%s%s%s%s",
20209
0
            node->IsDockSpace() ? " IsDockSpace" : "",
20210
0
            node->IsCentralNode() ? " IsCentralNode" : "",
20211
0
            is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "",
20212
0
            node->WantLockSizeOnce ? " WantLockSizeOnce" : "",
20213
0
            node->HasCentralNodeChild ? " HasCentralNodeChild" : "");
20214
0
        if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags))
20215
0
        {
20216
0
            if (BeginTable("flags", 4))
20217
0
            {
20218
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false);
20219
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true);
20220
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false);
20221
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true);
20222
0
                EndTable();
20223
0
            }
20224
0
            TreePop();
20225
0
        }
20226
0
        if (node->ParentNode)
20227
0
            DebugNodeDockNode(node->ParentNode, "ParentNode");
20228
0
        if (node->ChildNodes[0])
20229
0
            DebugNodeDockNode(node->ChildNodes[0], "Child[0]");
20230
0
        if (node->ChildNodes[1])
20231
0
            DebugNodeDockNode(node->ChildNodes[1], "Child[1]");
20232
0
        if (node->TabBar)
20233
0
            DebugNodeTabBar(node->TabBar, "TabBar");
20234
0
        DebugNodeWindowsList(&node->Windows, "Windows");
20235
20236
0
        TreePop();
20237
0
    }
20238
0
}
20239
20240
static void FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id)
20241
0
{
20242
0
    if (sizeof(tex_id) >= sizeof(void*))
20243
0
        ImFormatString(buf, buf_size, "0x%p", (void*)*(intptr_t*)(void*)&tex_id);
20244
0
    else
20245
0
        ImFormatString(buf, buf_size, "0x%04X", *(int*)(void*)&tex_id);
20246
0
}
20247
20248
// [DEBUG] Display contents of ImDrawList
20249
// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport.
20250
void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
20251
0
{
20252
0
    ImGuiContext& g = *GImGui;
20253
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
20254
0
    int cmd_count = draw_list->CmdBuffer.Size;
20255
0
    if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
20256
0
        cmd_count--;
20257
0
    bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);
20258
0
    if (draw_list == GetWindowDrawList())
20259
0
    {
20260
0
        SameLine();
20261
0
        TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
20262
0
        if (node_open)
20263
0
            TreePop();
20264
0
        return;
20265
0
    }
20266
20267
0
    ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list
20268
0
    if (window && IsItemHovered() && fg_draw_list)
20269
0
        fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
20270
0
    if (!node_open)
20271
0
        return;
20272
20273
0
    if (window && !window->WasActive)
20274
0
        TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
20275
20276
0
    for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)
20277
0
    {
20278
0
        if (pcmd->UserCallback)
20279
0
        {
20280
0
            BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
20281
0
            continue;
20282
0
        }
20283
20284
0
        char texid_desc[20];
20285
0
        FormatTextureIDForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), pcmd->TextureId);
20286
0
        char buf[300];
20287
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex %s, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
20288
0
            pcmd->ElemCount / 3, texid_desc, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
20289
0
        bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
20290
0
        if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)
20291
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);
20292
0
        if (!pcmd_node_open)
20293
0
            continue;
20294
20295
        // Calculate approximate coverage area (touched pixel count)
20296
        // This will be in pixels squared as long there's no post-scaling happening to the renderer output.
20297
0
        const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
20298
0
        const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;
20299
0
        float total_area = 0.0f;
20300
0
        for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )
20301
0
        {
20302
0
            ImVec2 triangle[3];
20303
0
            for (int n = 0; n < 3; n++, idx_n++)
20304
0
                triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;
20305
0
            total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
20306
0
        }
20307
20308
        // Display vertex information summary. Hover to get all triangles drawn in wire-frame
20309
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
20310
0
        Selectable(buf);
20311
0
        if (IsItemHovered() && fg_draw_list)
20312
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);
20313
20314
        // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
20315
0
        ImGuiListClipper clipper;
20316
0
        clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
20317
0
        while (clipper.Step())
20318
0
            for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
20319
0
            {
20320
0
                char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);
20321
0
                ImVec2 triangle[3];
20322
0
                for (int n = 0; n < 3; n++, idx_i++)
20323
0
                {
20324
0
                    const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
20325
0
                    triangle[n] = v.pos;
20326
0
                    buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
20327
0
                        (n == 0) ? "Vert:" : "     ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
20328
0
                }
20329
20330
0
                Selectable(buf, false);
20331
0
                if (fg_draw_list && IsItemHovered())
20332
0
                {
20333
0
                    ImDrawListFlags backup_flags = fg_draw_list->Flags;
20334
0
                    fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
20335
0
                    fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);
20336
0
                    fg_draw_list->Flags = backup_flags;
20337
0
                }
20338
0
            }
20339
0
        TreePop();
20340
0
    }
20341
0
    TreePop();
20342
0
}
20343
20344
// [DEBUG] Display mesh/aabb of a ImDrawCmd
20345
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
20346
0
{
20347
0
    IM_ASSERT(show_mesh || show_aabb);
20348
20349
    // Draw wire-frame version of all triangles
20350
0
    ImRect clip_rect = draw_cmd->ClipRect;
20351
0
    ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
20352
0
    ImDrawListFlags backup_flags = out_draw_list->Flags;
20353
0
    out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
20354
0
    for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )
20355
0
    {
20356
0
        ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list
20357
0
        ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
20358
20359
0
        ImVec2 triangle[3];
20360
0
        for (int n = 0; n < 3; n++, idx_n++)
20361
0
            vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
20362
0
        if (show_mesh)
20363
0
            out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles
20364
0
    }
20365
    // Draw bounding boxes
20366
0
    if (show_aabb)
20367
0
    {
20368
0
        out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
20369
0
        out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
20370
0
    }
20371
0
    out_draw_list->Flags = backup_flags;
20372
0
}
20373
20374
// [DEBUG] Display details for a single font, called by ShowStyleEditor().
20375
void ImGui::DebugNodeFont(ImFont* font)
20376
0
{
20377
0
    bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
20378
0
        font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
20379
0
    SameLine();
20380
0
    if (SmallButton("Set as default"))
20381
0
        GetIO().FontDefault = font;
20382
0
    if (!opened)
20383
0
        return;
20384
20385
    // Display preview text
20386
0
    PushFont(font);
20387
0
    Text("The quick brown fox jumps over the lazy dog");
20388
0
    PopFont();
20389
20390
    // Display details
20391
0
    SetNextItemWidth(GetFontSize() * 8);
20392
0
    DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");
20393
0
    SameLine(); MetricsHelpMarker(
20394
0
        "Note than the default embedded font is NOT meant to be scaled.\n\n"
20395
0
        "Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
20396
0
        "You may oversample them to get some flexibility with scaling. "
20397
0
        "You can also render at multiple sizes and select which one to use at runtime.\n\n"
20398
0
        "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
20399
0
    Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
20400
0
    char c_str[5];
20401
0
    Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);
20402
0
    Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);
20403
0
    const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);
20404
0
    Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
20405
0
    for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
20406
0
        if (font->ConfigData)
20407
0
            if (const ImFontConfig* cfg = &font->ConfigData[config_i])
20408
0
                BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
20409
0
                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
20410
20411
    // Display all glyphs of the fonts in separate pages of 256 characters
20412
0
    if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
20413
0
    {
20414
0
        ImDrawList* draw_list = GetWindowDrawList();
20415
0
        const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
20416
0
        const float cell_size = font->FontSize * 1;
20417
0
        const float cell_spacing = GetStyle().ItemSpacing.y;
20418
0
        for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
20419
0
        {
20420
            // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
20421
            // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
20422
            // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
20423
0
            if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
20424
0
            {
20425
0
                base += 4096 - 256;
20426
0
                continue;
20427
0
            }
20428
20429
0
            int count = 0;
20430
0
            for (unsigned int n = 0; n < 256; n++)
20431
0
                if (font->FindGlyphNoFallback((ImWchar)(base + n)))
20432
0
                    count++;
20433
0
            if (count <= 0)
20434
0
                continue;
20435
0
            if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
20436
0
                continue;
20437
20438
            // Draw a 16x16 grid of glyphs
20439
0
            ImVec2 base_pos = GetCursorScreenPos();
20440
0
            for (unsigned int n = 0; n < 256; n++)
20441
0
            {
20442
                // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
20443
                // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
20444
0
                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
20445
0
                ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
20446
0
                const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
20447
0
                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
20448
0
                if (!glyph)
20449
0
                    continue;
20450
0
                font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
20451
0
                if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())
20452
0
                {
20453
0
                    DebugNodeFontGlyph(font, glyph);
20454
0
                    EndTooltip();
20455
0
                }
20456
0
            }
20457
0
            Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
20458
0
            TreePop();
20459
0
        }
20460
0
        TreePop();
20461
0
    }
20462
0
    TreePop();
20463
0
}
20464
20465
void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
20466
0
{
20467
0
    Text("Codepoint: U+%04X", glyph->Codepoint);
20468
0
    Separator();
20469
0
    Text("Visible: %d", glyph->Visible);
20470
0
    Text("AdvanceX: %.1f", glyph->AdvanceX);
20471
0
    Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
20472
0
    Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
20473
0
}
20474
20475
// [DEBUG] Display contents of ImGuiStorage
20476
void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
20477
0
{
20478
0
    if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))
20479
0
        return;
20480
0
    for (const ImGuiStorage::ImGuiStoragePair& p : storage->Data)
20481
0
        BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.
20482
0
    TreePop();
20483
0
}
20484
20485
// [DEBUG] Display contents of ImGuiTabBar
20486
void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
20487
0
{
20488
    // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
20489
0
    char buf[256];
20490
0
    char* p = buf;
20491
0
    const char* buf_end = buf + IM_ARRAYSIZE(buf);
20492
0
    const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);
20493
0
    p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s  {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");
20494
0
    for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)
20495
0
    {
20496
0
        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
20497
0
        p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab));
20498
0
    }
20499
0
    p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
20500
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20501
0
    bool open = TreeNode(label, "%s", buf);
20502
0
    if (!is_active) { PopStyleColor(); }
20503
0
    if (is_active && IsItemHovered())
20504
0
    {
20505
0
        ImDrawList* draw_list = GetForegroundDrawList();
20506
0
        draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
20507
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
20508
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
20509
0
    }
20510
0
    if (open)
20511
0
    {
20512
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
20513
0
        {
20514
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
20515
0
            PushID(tab);
20516
0
            if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
20517
0
            if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
20518
0
            Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f",
20519
0
                tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth);
20520
0
            PopID();
20521
0
        }
20522
0
        TreePop();
20523
0
    }
20524
0
}
20525
20526
void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
20527
0
{
20528
0
    SetNextItemOpen(true, ImGuiCond_Once);
20529
0
    if (TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"))
20530
0
    {
20531
0
        ImGuiWindowFlags flags = viewport->Flags;
20532
0
        BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%",
20533
0
            viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
20534
0
            viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y,
20535
0
            viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
20536
0
        if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } }
20537
0
        BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags,
20538
            //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard
20539
0
            (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
20540
0
            (flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "",
20541
0
            (flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "",
20542
0
            (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "",
20543
0
            (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
20544
0
            (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "",
20545
0
            (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "",
20546
0
            (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "",
20547
0
            (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
20548
0
            (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "",
20549
0
            (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "",
20550
0
            (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "",
20551
0
            (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "");
20552
0
        for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
20553
0
            DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
20554
0
        TreePop();
20555
0
    }
20556
0
}
20557
20558
void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
20559
0
{
20560
0
    if (window == NULL)
20561
0
    {
20562
0
        BulletText("%s: NULL", label);
20563
0
        return;
20564
0
    }
20565
20566
0
    ImGuiContext& g = *GImGui;
20567
0
    const bool is_active = window->WasActive;
20568
0
    ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
20569
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20570
0
    const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");
20571
0
    if (!is_active) { PopStyleColor(); }
20572
0
    if (IsItemHovered() && is_active)
20573
0
        GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
20574
0
    if (!open)
20575
0
        return;
20576
20577
0
    if (window->MemoryCompacted)
20578
0
        TextDisabled("Note: some memory buffers have been compacted/freed.");
20579
20580
0
    ImGuiWindowFlags flags = window->Flags;
20581
0
    DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
20582
0
    BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
20583
0
    BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
20584
0
        (flags & ImGuiWindowFlags_ChildWindow)  ? "Child " : "",      (flags & ImGuiWindowFlags_Tooltip)     ? "Tooltip "   : "",  (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
20585
0
        (flags & ImGuiWindowFlags_Modal)        ? "Modal " : "",      (flags & ImGuiWindowFlags_ChildMenu)   ? "ChildMenu " : "",  (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
20586
0
        (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
20587
0
    BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId);
20588
0
    BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
20589
0
    BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
20590
0
    BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
20591
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
20592
0
    {
20593
0
        ImRect r = window->NavRectRel[layer];
20594
0
        if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)
20595
0
            BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
20596
0
        else
20597
0
            BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
20598
0
        DebugLocateItemOnHover(window->NavLastIds[layer]);
20599
0
    }
20600
0
    const ImVec2* pr = window->NavPreferredScoringPosRel;
20601
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
20602
0
        BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater.
20603
0
    BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
20604
20605
0
    BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y);
20606
0
    BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1);
20607
0
    BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible);
20608
0
    if (window->DockNode || window->DockNodeAsHost)
20609
0
        DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode");
20610
20611
0
    if (window->RootWindow != window)       { DebugNodeWindow(window->RootWindow, "RootWindow"); }
20612
0
    if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); }
20613
0
    if (window->ParentWindow != NULL)       { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
20614
0
    if (window->DC.ChildWindows.Size > 0)   { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
20615
0
    if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
20616
0
    {
20617
0
        for (ImGuiOldColumns& columns : window->ColumnsStorage)
20618
0
            DebugNodeColumns(&columns);
20619
0
        TreePop();
20620
0
    }
20621
0
    DebugNodeStorage(&window->StateStorage, "Storage");
20622
0
    TreePop();
20623
0
}
20624
20625
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)
20626
0
{
20627
0
    if (settings->WantDelete)
20628
0
        BeginDisabled();
20629
0
    Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",
20630
0
        settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);
20631
0
    if (settings->WantDelete)
20632
0
        EndDisabled();
20633
0
}
20634
20635
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)
20636
0
{
20637
0
    if (!TreeNode(label, "%s (%d)", label, windows->Size))
20638
0
        return;
20639
0
    for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back
20640
0
    {
20641
0
        PushID((*windows)[i]);
20642
0
        DebugNodeWindow((*windows)[i], "Window");
20643
0
        PopID();
20644
0
    }
20645
0
    TreePop();
20646
0
}
20647
20648
// FIXME-OPT: This is technically suboptimal, but it is simpler this way.
20649
void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack)
20650
0
{
20651
0
    for (int i = 0; i < windows_size; i++)
20652
0
    {
20653
0
        ImGuiWindow* window = windows[i];
20654
0
        if (window->ParentWindowInBeginStack != parent_in_begin_stack)
20655
0
            continue;
20656
0
        char buf[20];
20657
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);
20658
        //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);
20659
0
        DebugNodeWindow(window, buf);
20660
0
        Indent();
20661
0
        DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);
20662
0
        Unindent();
20663
0
    }
20664
0
}
20665
20666
//-----------------------------------------------------------------------------
20667
// [SECTION] DEBUG LOG WINDOW
20668
//-----------------------------------------------------------------------------
20669
20670
void ImGui::DebugLog(const char* fmt, ...)
20671
0
{
20672
0
    va_list args;
20673
0
    va_start(args, fmt);
20674
0
    DebugLogV(fmt, args);
20675
0
    va_end(args);
20676
0
}
20677
20678
void ImGui::DebugLogV(const char* fmt, va_list args)
20679
0
{
20680
0
    ImGuiContext& g = *GImGui;
20681
0
    const int old_size = g.DebugLogBuf.size();
20682
0
    g.DebugLogBuf.appendf("[%05d] ", g.FrameCount);
20683
0
    g.DebugLogBuf.appendfv(fmt, args);
20684
0
    g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size());
20685
0
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY)
20686
0
        IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size);
20687
#ifdef IMGUI_ENABLE_TEST_ENGINE
20688
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine)
20689
        IMGUI_TEST_ENGINE_LOG("%s", g.DebugLogBuf.begin() + old_size);
20690
#endif
20691
0
}
20692
20693
void ImGui::ShowDebugLogWindow(bool* p_open)
20694
0
{
20695
0
    ImGuiContext& g = *GImGui;
20696
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
20697
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);
20698
0
    if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1)
20699
0
    {
20700
0
        End();
20701
0
        return;
20702
0
    }
20703
20704
0
    CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_);
20705
0
    SameLine(); CheckboxFlags("ActiveId", &g.DebugLogFlags, ImGuiDebugLogFlags_EventActiveId);
20706
0
    SameLine(); CheckboxFlags("Focus", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus);
20707
0
    SameLine(); CheckboxFlags("Popup", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup);
20708
0
    SameLine(); CheckboxFlags("Nav", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav);
20709
0
    SameLine(); if (CheckboxFlags("Clipper", &g.DebugLogFlags, ImGuiDebugLogFlags_EventClipper)) { g.DebugLogClipperAutoDisableFrames = 2; } if (IsItemHovered()) SetTooltip("Clipper log auto-disabled after 2 frames");
20710
    //SameLine(); CheckboxFlags("Selection", &g.DebugLogFlags, ImGuiDebugLogFlags_EventSelection);
20711
0
    SameLine(); CheckboxFlags("IO", &g.DebugLogFlags, ImGuiDebugLogFlags_EventIO);
20712
0
    SameLine(); CheckboxFlags("Docking", &g.DebugLogFlags, ImGuiDebugLogFlags_EventDocking);
20713
0
    SameLine(); CheckboxFlags("Viewport", &g.DebugLogFlags, ImGuiDebugLogFlags_EventViewport);
20714
20715
0
    if (SmallButton("Clear"))
20716
0
    {
20717
0
        g.DebugLogBuf.clear();
20718
0
        g.DebugLogIndex.clear();
20719
0
    }
20720
0
    SameLine();
20721
0
    if (SmallButton("Copy"))
20722
0
        SetClipboardText(g.DebugLogBuf.c_str());
20723
0
    BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Border, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
20724
20725
0
    ImGuiListClipper clipper;
20726
0
    clipper.Begin(g.DebugLogIndex.size());
20727
0
    while (clipper.Step())
20728
0
        for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
20729
0
        {
20730
0
            const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no);
20731
0
            const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no);
20732
0
            TextUnformatted(line_begin, line_end);
20733
0
            ImRect text_rect = g.LastItemData.Rect;
20734
0
            if (IsItemHovered())
20735
0
                for (const char* p = line_begin; p <= line_end - 10; p++)
20736
0
                {
20737
0
                    ImGuiID id = 0;
20738
0
                    if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1)
20739
0
                        continue;
20740
0
                    ImVec2 p0 = CalcTextSize(line_begin, p);
20741
0
                    ImVec2 p1 = CalcTextSize(p, p + 10);
20742
0
                    g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y));
20743
0
                    if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true))
20744
0
                        DebugLocateItemOnHover(id);
20745
0
                    p += 10;
20746
0
                }
20747
0
        }
20748
0
    if (GetScrollY() >= GetScrollMaxY())
20749
0
        SetScrollHereY(1.0f);
20750
0
    EndChild();
20751
20752
0
    End();
20753
0
}
20754
20755
//-----------------------------------------------------------------------------
20756
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL)
20757
//-----------------------------------------------------------------------------
20758
20759
// Draw a small cross at current CursorPos in current window's DrawList
20760
void ImGui::DebugDrawCursorPos(ImU32 col)
20761
0
{
20762
0
    ImGuiContext& g = *GImGui;
20763
0
    ImGuiWindow* window = g.CurrentWindow;
20764
0
    ImVec2 pos = window->DC.CursorPos;
20765
0
    window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f);
20766
0
    window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f);
20767
0
}
20768
20769
// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList
20770
void ImGui::DebugDrawLineExtents(ImU32 col)
20771
0
{
20772
0
    ImGuiContext& g = *GImGui;
20773
0
    ImGuiWindow* window = g.CurrentWindow;
20774
0
    float curr_x = window->DC.CursorPos.x;
20775
0
    float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y);
20776
0
    float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y);
20777
0
    window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f);
20778
0
    window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f);
20779
0
    window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f);
20780
0
}
20781
20782
// Draw last item rect in ForegroundDrawList (so it is always visible)
20783
void ImGui::DebugDrawItemRect(ImU32 col)
20784
0
{
20785
0
    ImGuiContext& g = *GImGui;
20786
0
    ImGuiWindow* window = g.CurrentWindow;
20787
0
    GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col);
20788
0
}
20789
20790
// [DEBUG] Locate item position/rectangle given an ID.
20791
static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255);  // Green
20792
20793
void ImGui::DebugLocateItem(ImGuiID target_id)
20794
0
{
20795
0
    ImGuiContext& g = *GImGui;
20796
0
    g.DebugLocateId = target_id;
20797
0
    g.DebugLocateFrames = 2;
20798
0
}
20799
20800
void ImGui::DebugLocateItemOnHover(ImGuiID target_id)
20801
0
{
20802
0
    if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))
20803
0
        return;
20804
0
    ImGuiContext& g = *GImGui;
20805
0
    DebugLocateItem(target_id);
20806
0
    GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR);
20807
0
}
20808
20809
void ImGui::DebugLocateItemResolveWithLastItem()
20810
0
{
20811
0
    ImGuiContext& g = *GImGui;
20812
0
    ImGuiLastItemData item_data = g.LastItemData;
20813
0
    g.DebugLocateId = 0;
20814
0
    ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow);
20815
0
    ImRect r = item_data.Rect;
20816
0
    r.Expand(3.0f);
20817
0
    ImVec2 p1 = g.IO.MousePos;
20818
0
    ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y);
20819
0
    draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR);
20820
0
    draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR);
20821
0
}
20822
20823
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
20824
void ImGui::UpdateDebugToolItemPicker()
20825
0
{
20826
0
    ImGuiContext& g = *GImGui;
20827
0
    g.DebugItemPickerBreakId = 0;
20828
0
    if (!g.DebugItemPickerActive)
20829
0
        return;
20830
20831
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20832
0
    SetMouseCursor(ImGuiMouseCursor_Hand);
20833
0
    if (IsKeyPressed(ImGuiKey_Escape))
20834
0
        g.DebugItemPickerActive = false;
20835
0
    const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift);
20836
0
    if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id)
20837
0
    {
20838
0
        g.DebugItemPickerBreakId = hovered_id;
20839
0
        g.DebugItemPickerActive = false;
20840
0
    }
20841
0
    for (int mouse_button = 0; mouse_button < 3; mouse_button++)
20842
0
        if (change_mapping && IsMouseClicked(mouse_button))
20843
0
            g.DebugItemPickerMouseButton = (ImU8)mouse_button;
20844
0
    SetNextWindowBgAlpha(0.70f);
20845
0
    if (!BeginTooltip())
20846
0
        return;
20847
0
    Text("HoveredId: 0x%08X", hovered_id);
20848
0
    Text("Press ESC to abort picking.");
20849
0
    const char* mouse_button_names[] = { "Left", "Right", "Middle" };
20850
0
    if (change_mapping)
20851
0
        Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button.");
20852
0
    else
20853
0
        TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]);
20854
0
    EndTooltip();
20855
0
}
20856
20857
// [DEBUG] ID Stack Tool: update queries. Called by NewFrame()
20858
void ImGui::UpdateDebugToolStackQueries()
20859
0
{
20860
0
    ImGuiContext& g = *GImGui;
20861
0
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
20862
20863
    // Clear hook when id stack tool is not visible
20864
0
    g.DebugHookIdInfo = 0;
20865
0
    if (g.FrameCount != tool->LastActiveFrame + 1)
20866
0
        return;
20867
20868
    // Update queries. The steps are: -1: query Stack, >= 0: query each stack item
20869
    // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time
20870
0
    const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;
20871
0
    if (tool->QueryId != query_id)
20872
0
    {
20873
0
        tool->QueryId = query_id;
20874
0
        tool->StackLevel = -1;
20875
0
        tool->Results.resize(0);
20876
0
    }
20877
0
    if (query_id == 0)
20878
0
        return;
20879
20880
    // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)
20881
0
    int stack_level = tool->StackLevel;
20882
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20883
0
        if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)
20884
0
            tool->StackLevel++;
20885
20886
    // Update hook
20887
0
    stack_level = tool->StackLevel;
20888
0
    if (stack_level == -1)
20889
0
        g.DebugHookIdInfo = query_id;
20890
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20891
0
    {
20892
0
        g.DebugHookIdInfo = tool->Results[stack_level].ID;
20893
0
        tool->Results[stack_level].QueryFrameCount++;
20894
0
    }
20895
0
}
20896
20897
// [DEBUG] ID Stack tool: hooks called by GetID() family functions
20898
void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)
20899
0
{
20900
0
    ImGuiContext& g = *GImGui;
20901
0
    ImGuiWindow* window = g.CurrentWindow;
20902
0
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
20903
20904
    // Step 0: stack query
20905
    // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget.
20906
0
    if (tool->StackLevel == -1)
20907
0
    {
20908
0
        tool->StackLevel++;
20909
0
        tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());
20910
0
        for (int n = 0; n < window->IDStack.Size + 1; n++)
20911
0
            tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;
20912
0
        return;
20913
0
    }
20914
20915
    // Step 1+: query for individual level
20916
0
    IM_ASSERT(tool->StackLevel >= 0);
20917
0
    if (tool->StackLevel != window->IDStack.Size)
20918
0
        return;
20919
0
    ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];
20920
0
    IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);
20921
20922
0
    switch (data_type)
20923
0
    {
20924
0
    case ImGuiDataType_S32:
20925
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);
20926
0
        break;
20927
0
    case ImGuiDataType_String:
20928
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);
20929
0
        break;
20930
0
    case ImGuiDataType_Pointer:
20931
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);
20932
0
        break;
20933
0
    case ImGuiDataType_ID:
20934
0
        if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
20935
0
            return;
20936
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
20937
0
        break;
20938
0
    default:
20939
0
        IM_ASSERT(0);
20940
0
    }
20941
0
    info->QuerySuccess = true;
20942
0
    info->DataType = data_type;
20943
0
}
20944
20945
static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)
20946
0
{
20947
0
    ImGuiStackLevelInfo* info = &tool->Results[n];
20948
0
    ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;
20949
0
    if (window)                                                                 // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
20950
0
        return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name);
20951
0
    if (info->QuerySuccess)                                                     // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
20952
0
        return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc);
20953
0
    if (tool->StackLevel < tool->Results.Size)                                  // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
20954
0
        return (*buf = 0);
20955
#ifdef IMGUI_ENABLE_TEST_ENGINE
20956
    if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID))   // Source: ImGuiTestEngine's ItemInfo()
20957
        return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label);
20958
#endif
20959
0
    return ImFormatString(buf, buf_size, "???");
20960
0
}
20961
20962
// ID Stack Tool: Display UI
20963
void ImGui::ShowIDStackToolWindow(bool* p_open)
20964
0
{
20965
0
    ImGuiContext& g = *GImGui;
20966
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
20967
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);
20968
0
    if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)
20969
0
    {
20970
0
        End();
20971
0
        return;
20972
0
    }
20973
20974
    // Display hovered/active status
20975
0
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
20976
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20977
0
    const ImGuiID active_id = g.ActiveId;
20978
#ifdef IMGUI_ENABLE_TEST_ENGINE
20979
    Text("HoveredId: 0x%08X (\"%s\"), ActiveId:  0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : "");
20980
#else
20981
0
    Text("HoveredId: 0x%08X, ActiveId:  0x%08X", hovered_id, active_id);
20982
0
#endif
20983
0
    SameLine();
20984
0
    MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
20985
20986
    // CTRL+C to copy path
20987
0
    const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;
20988
0
    Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
20989
0
    SameLine();
20990
0
    TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
20991
0
    if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiMod_Ctrl) && IsKeyPressed(ImGuiKey_C))
20992
0
    {
20993
0
        tool->CopyToClipboardLastTime = (float)g.Time;
20994
0
        char* p = g.TempBuffer.Data;
20995
0
        char* p_end = p + g.TempBuffer.Size;
20996
0
        for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)
20997
0
        {
20998
0
            *p++ = '/';
20999
0
            char level_desc[256];
21000
0
            StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
21001
0
            for (int n = 0; level_desc[n] && p + 2 < p_end; n++)
21002
0
            {
21003
0
                if (level_desc[n] == '/')
21004
0
                    *p++ = '\\';
21005
0
                *p++ = level_desc[n];
21006
0
            }
21007
0
        }
21008
0
        *p = '\0';
21009
0
        SetClipboardText(g.TempBuffer.Data);
21010
0
    }
21011
21012
    // Display decorated stack
21013
0
    tool->LastActiveFrame = g.FrameCount;
21014
0
    if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
21015
0
    {
21016
0
        const float id_width = CalcTextSize("0xDDDDDDDD").x;
21017
0
        TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width);
21018
0
        TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch);
21019
0
        TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width);
21020
0
        TableHeadersRow();
21021
0
        for (int n = 0; n < tool->Results.Size; n++)
21022
0
        {
21023
0
            ImGuiStackLevelInfo* info = &tool->Results[n];
21024
0
            TableNextColumn();
21025
0
            Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);
21026
0
            TableNextColumn();
21027
0
            StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size);
21028
0
            TextUnformatted(g.TempBuffer.Data);
21029
0
            TableNextColumn();
21030
0
            Text("0x%08X", info->ID);
21031
0
            if (n == tool->Results.Size - 1)
21032
0
                TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));
21033
0
        }
21034
0
        EndTable();
21035
0
    }
21036
0
    End();
21037
0
}
21038
21039
#else
21040
21041
void ImGui::ShowMetricsWindow(bool*) {}
21042
void ImGui::ShowFontAtlas(ImFontAtlas*) {}
21043
void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
21044
void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
21045
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
21046
void ImGui::DebugNodeFont(ImFont*) {}
21047
void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
21048
void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
21049
void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
21050
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}
21051
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {}
21052
void ImGui::DebugNodeViewport(ImGuiViewportP*) {}
21053
21054
void ImGui::DebugLog(const char*, ...) {}
21055
void ImGui::DebugLogV(const char*, va_list) {}
21056
void ImGui::ShowDebugLogWindow(bool*) {}
21057
void ImGui::ShowIDStackToolWindow(bool*) {}
21058
void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}
21059
void ImGui::UpdateDebugToolItemPicker() {}
21060
void ImGui::UpdateDebugToolStackQueries() {}
21061
void ImGui::UpdateDebugToolFlashStyleColor() {}
21062
21063
#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
21064
21065
//-----------------------------------------------------------------------------
21066
21067
// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
21068
// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github.
21069
#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
21070
#include "imgui_user.inl"
21071
#endif
21072
21073
//-----------------------------------------------------------------------------
21074
21075
#endif // #ifndef IMGUI_DISABLE